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  1. VGS Homebrew Almanac formerly known as The Currently Available Homebrew Thread: The purpose of this thread is to keep an up-to-date list of cartridge homebrew releases that are currently in production for the NES, SNES, Game Boy, Game Boy Advance, Sega Master System, and Genesis. This list is for those who need their homebrew right now (well, now plus shipping time and something for the tax man). For those looking for NES homebrew roms, NESworld is the place to go. For those curious what is included in each entry of the Action 53 series, NESdev has a wiki for you. Part I of this list will only include currently available physical releases (available that is, from the original producer (I can't watch every eBay auction). Hacks, repros, and re-releases will not be included (but this might be a good place to also flag pirated work so we can call out theft where it happens). This list will include games as well as chiptune carts. Variants can be included where there is a substantive difference in gameplay; limited editions, variants of the physical cart itself, or minor in-game differences will not be distinguished. Part II of this list will include defunct homebrew games that are no longer available from their original source but can be found on the secondary market. This section is intended to serve as a reference for collectors new and old who wish to enrich their collections as well as their lives with what was once brewed but alas is brewed no more (at least until Ferris re-posts his fairly exhaustive Aftermarket Price Guide here or on a dedicate site). For simplicity’s sake, links will be to a game’s individual page/thread (or as close as possible). *Please note, I am sure that there are mistakes and games that slipped my attention in what follows. Feel free to point them out or inform us all of a change in a game's status. If you are the creator of a game and you would like to have your work included at a set date/time, please feel free to send me a pm. Part I: The Currently Available Homebrew List Currently Available NES/Famicom Releases: -0-to-X NA Edition $75 CIB Link -2 in 1 Geminim/Siamond $27 C Link -8Bit Rhythm Land $45 CIB Link -8-bit XMAS 2017 $75 C Link -8-bit XMAS 2018 $46 C Link -8-bit XMAS 2019 $46 C Link -Action 53, Volume 2: Double Action 53 $48 CIB Link -Action 53 Volume 3: Revenge of the Twins $50 CIB Link -Alfonzo's Arctic Adventure $40 CIB Link -Almika - The Star Rider Denetsu Gaiden $40 C Link -Almost Hero $50 CIB Link -Alter Ego €25 CIB Link -AO $35 CIB Link -Armed for Battle $52 CIB Link -Assimilate $35 C Link -Basse Def Adventures €31 CIB Link -Bat Lizard Bonanza $30 C PM johnvanderhoe -Battle Kid Dangerous Trap $20 CIB Link -Battle Kid: Fortress of Peril $36 C Link -Battle Kid 2: Mountain of Torment $49 CIB Link -Beerslinger $35 CIB Link -Billionaire Banshee $50 CIB Link -Black Box Challenge $40 C Link -Bovinium Quest $30 CIB Link -Candelabra: Estoscerro $60 CIB Link -Carpet Shark $50 CIB Link -Chumlee's Adventure: The Quest for Pinky $67.50 CIB Link -Chunkout 2 $25 C Link -City Trouble $35 CIB Link -Creepy Brawlers $50 CIB Link -Doodle World $55 CIB Link -Draiocht $40 CIB Link -Dushlan $40 CIB Link -Eskimo Bob $30 C Link -Exit Loop $30 CIB Link -Expedition $75 CIB + Cards Link -Eyra-The Crow Maiden $50 CIB Link -Family Picross $40 CIB Link -Flea! £50 CIB Link -Galactic Ascension $45 CIB Link -Get'em Gary! $40 CIB Link -Gold Guardian Gun Girl (NES) $60 CIB Link -Gotta Protectors: Amazon’s Running Diet $40 C Link -Haradius Zero (FC) ¥10,000 CIB Link -Haratyler (FC) ¥6,000 CIB Link -Haunted: Halloween '85 $60 CIB Link (NES) & $45 C Link (FC) -Haunted: Halloween '86 $60 CIB Link (NES) & $45 C Link (FC) -HBWC 2012 $45 C Link -The Incident: Remastered $60 CIB Link -Jet Paco €25 CIB Link -Jim Power $55 CIB Link -Justice Duel $45 CIB Link -Kirakira Star Night DX (FC) $53 CIB Link -KUBO 3 $30 C PM dale_coop -L’Abbaye des Morts (FC) €45 CIB Link -L’Abbaye des Morts (NES) €45 CIB Link -Little Medusa $60 CIB Link -Lizard (NES) $60 CIB Link; $55 CIB Link; & €45 CIB Link; (FC) €45 CIB Link -Log Jammers $50 CIB Link -Lucky Penguin $50 CIB Link -Machine Cave $40 CIB Link -Meteor Swarm $35 C Link -Micro Mages €45 CIB Link; (FC) €45 CIB Link -Mojonian Tales $48 CIB Link -More Glider $35 C Link -Multidude $40 CIB Link -Mystic Origins $50 CIB Link -Mystic Pillars $36 C Link -Nebs 'n Debs $48 CIB Link; (FC) €45 CIB Link -Neo Heiankyo Alien (FC) $45 CIB Link -NES Virus Cleaner $35 CIB Link -Nighttime Bastards $47 CIB Link -Ninja I & II $49 CIB Link -Oof McBrewster $45 CIB Link -Pegs $30 C Link -Pico Pico (Basse Def Adventures) (FC) ¥3,124 CIB Link -Piss the Fish (FC) $60 CIB PM fcgamer -Plummet Challenge Game $30 CIB Link -Porun-chan no Onigiri Daisuki ¥7,963 CIB Link -Power Coloring $35 C Link -Project Blue $60 CIB Link & 50 €CIB Link -Quadralords $35 C Link -Quest Forge - By Order of Kings $40 Link -Rainbow Brite: Journey to the Rainbow Land €39,90 CIB Link -Rollie $60 CIB Link -Sgt. Helmet Training Day €50 CIB Link -Sir Abadol €30 CIB Link -Snakky $20 CIB Link -Solaris $35 C Link -Space Raft $60 CIB Link -Spirit Impel $70 CIB Link -Study Hall $33 C Link -Super NeSnake 2 $34 C Link -Super Painter $40 CIB Link -Super Uwol €25 CIB Link -Swords and Runes RE $45 CIB Link -Swords and Runes III LE $250 CIB Link -Swords and Runes III NA $75 CIB Link -Troll Burner $20 C Link -Trophy $60 CIB Link -Twelve Seconds $35 C Link -Twin Dragons €45 CIB Link; (FC) €45 CIB Link -UXO RE $35 CIB PM Neodolphino -Wampus C PM johnvanderhoe & Link -Wart Worm Wingding C PM johnvanderhoe & Link Currently Available NES/Famicom Music Carts: -8Bit Music Power Final $33 CIB Link -A Hole New World Soundtrack (chiptune) $45 CIB Link (NES) & €40 CIB Link (FC) -bitpuritans: 2A03 Puritans RE $50 C Link -Creeping it Real $40 CIB Link -Famicompo Pico 2014 $50 C Link -Famimimidi $200 C Link -Mega Ran: RNDM $50 CIB Link -Sergio Elisondo: A Winner Is You $35 C Link -Zi: Quiet $35 C Link -Zi: Silicon Statue $35 C Link -Zi: Thornbury $35 C Link -Zi: [Welcome to] Eville $35 C Link Currently Available SNES/Super Famicom Releases: -Fork Parker's Crunch Out $50 CIB Link -The Last Super $30 C Link -Little Medusa $60 CIB Link -Nekotako $72 CIB Link -Old Towers $50 CIB Link -Quiz Impact Habit's Great Adventure (SFC) ¥10,780 CIB Link -Super Sudoku $40 C Link -Sydney Hunter & the Caverns of Death $40 CIB Link -Yo Yo Shuriken $50 CIB Link Currently Available SNES/Super Famicom Music Carts: -The Cult of Remute €36 C Link Currently Available Game Boy/Game Boy Color Releases: -Airaki $15 C Link -Another Dracula's Castle ¥4,730 CIB Link -Asteroids Chasers €45 CIB Link -Bingo Machine ¥3,480 C Link -Bonesy $15.27 C Link -Cubic Style GB Flash Cartridge with Illustration ¥1,000 C Link -Dangan $25 C Link -Death Planet $15 C Link -Die and Retry $15 C Link -Dimeo's Jukebox $69.69 CAD CIB Link -Dino's Offline Adventure $15 C Link -DMG Deals Damage $15 C Link -Dracula’s Castle ¥4,400 CIB Link -Dragonborne £40 CIB Link -Escape 2042 $30 CIB Link -GB Dot Illustration (Quiz Impact Illustration Collection) (GB Color) ¥4,500 C Link -GB Dot Illustration (Technos Japan Kon) ¥4,200 C Link -GB Dot Illustration (Tomoe Yamane-Game Impact Collaboration) ¥4,000 C Link -Ghostly Labyrinth $25 CIB Link -Guns & Riders $15 C Link -Infinitron $20 CIB Link -Into the Blue $25 C Link -Leo Legend €25 C Link -Lunar Journey €25 C Link -Micro Doctor €25 C Link -Mona and the Witch's Hat Deluxe $25 C Link -Museum on a Cart €69 CB Link -Petris $15 C Link -Quartet $15 C Link -Quest Arrest $35 CIB Link -Quiz Impact Habit’s Great Adventure ¥5,550 CIB Link -Repair-chan's Repair Daisakusen ¥ 6,380 CIB Link -Retroid $20 CIB Link -The Retrospekt.com.au Retro Gaming Museum The Game AVCon 2019 $15.27 C Link -Saeko-sensei’s Sex Appeal Blackjack ¥5,280 CIB Link -The Shapeshifter €49 CIB Link -Sheep it Up! $15 C Link -Submarine 9 €25 C Link -Tobu Tobu Girl Deluxe €49 CIB Link -Tower of Hanoi $15 C Link -Where is my body? €34 CIB Link Currently Available Game Boy Music Carts: -ASM 2016 Christmas Card $25 C Link -Heebie-GBs 2014 $40 C Link -Heebie-GBs 2019 $40 C Link -Remute: Living Electronics €30 C Link Currently Available GBA Releases: -HomeBrew GamePack $40 C (?) Link -Miko Para ¥4,500 CIB Link -Motocross Challenge $40 C (?) Link -Powder $35 CIB Link -XE GamePack $50 C (?) Link Currently Available Sega Master System Releases: -Baru Baru €45 CIB Link -Flight of Pigarus €50 CIB Link -Heroes Against Demons €45 CIB Link -Prisonnier 2 €45 CIB Link -Voyage-A Sorceress' Vacation €45 CIB Link Currently Available Genesis/Mega Drive Releases: -16Bit Rhythm Land $60 CIB Link -Alien Cat 2 $50 CIB Link -Arkagis Revolution $50 CIB Link (Mega Cat) & €45 CIB Link (Broke Studio) -Balaio de Jogos (4-in-1) 99.90 R$ CB Link -Cannon Fire Chaos $50 CIB Link -Coffee Crisis $50 CIB Link -The Curse of Illmoore Bay $60 CIB Link -Debtor $60 CIB Link -Demons of Asteborg €69 CIB Link -Devwill Too $50 CIB Link -Escape 2042 $40 CIB Link -Fight for Vengeance $60 CIB Link -Foxy Land $60 CIB Link -Gluf $50 CIB Link -Handy Harvy $35 CIB Link -Kromasphere YAGAC MD $35 CIB Link -L'Abbaye des Morts $45 CIB Link -Little Medusa $55 CIB Link -Mega Casanova $29 CIB Link -Mega Marble World $35 CIB Link -Mega Marble World 2 $38 CIB Link -Mega Quadro Pong $44.75 CIB Link -MegaXmas ’89 $30 C Link -Metal Blast 2277 $32 CIB Link -Misplaced $50 CIB Link -Old Towers $50 CIB Link -Papi Commando: Second Blood €45 CIB Link -Racer $29 CIB Link -Romeow & Julicat $50 CIB Link -Smiley & Smiley $29 CIB Link -Space Flies Attack $38 CIB Link -Super Heavy Duty $35 CIB Link -Tanzer $50 CIB Link -Tanglewood $50 CIB Link -Xeno Crisis £55 CIB Link -Xump 2 €24.37 CIB Link & Link -Yazzie $50 CIB Link Currently Available Genesis/Mega Drive Music Carts: -genMDM $80 C Link -Mikeyeldey: the album C$18 CIB Link -Remute: Technoptimistic €33 Link Currently Available Game Gear Releases: -Hamburgers En Route to Switzerland $39 C Link -Saeko-sensei’s Sex Appeal Blackjack ¥7,800 CIB Link Currently Available TurboGrafx 16 Releases (HuCARD only): -Atlantean $68 CIB Link Part II: Defunct Homebrew or Sorry But Your Homebrew is in Another Castle No Longer Available NES/Famicom Releases: -1007 Bolts/Hammers/Gifts -8-bit XMAS 2008 -8-bit XMAS 2009 -8-bit XMAS 2010 -8-bit XMAS 2011 -8-bit XMAS 2012 -8-bit XMAS 2013 -8-bit XMAS 2014 -8-bit XMAS 2015 -8-bit XMAS 2016 -8-bit XMAS 2020 -Action 53, Volume 1: Function 16 Volume One "Streemerz Bundle" -Astro Ninja Man (FC) -Basic Championship Wrestling -Beat ‘Em -Beyond the Pins (The Assembly Line Game Jam 2021) -Blade Buster -Blow ‘Em Out -Bomb Sweeper -Box Boy -Brandon You're Going to Hell -Brilliant Pebbles -Bust A Nut: Flight of the Harbinger -Candelabra: Estoscerro -Commie Killer -Commie Killer featuring Jeffrey Wittenhagen -Console Killer -Convention Quest -Cornball Cocksuckers -Cowlitz Gamers Adventure -Cowlitz Gamers Second Adventure -Cross-Strait Independence -CTWC 2018: The Archives -D+Pad Hero -D+Pad Hero 2 -Dead Tomb -Dragon Boat (FC) -Dragon Feet -Dragon Leap -E.T. -Enigmacore -F-Θ -Final Fantasy VII -Flappy Bird -Frankengraphics Concept Cart -Freecell LE -From Below -Galf -Garage Cart -Gemventure -Germ Squashers -Glider -Gold Guardian Gun Girl (FC) -The Grind -Gruniożerca 2 -Gruniożerca 3 -HACK*MATCH -Halloween Scare Cart 2015 -Halloween Scare Cart 2016 -Halloween Scare Cart 2017 -Halloween Scare Cart 2018 -Hangman -Haradius Zero (NES) -Hungry Ghost Night (Gasse version) (FC) -Hungry Ghost Night (Wang version) (FC) -Ilevan (FC) -The Incident -Jay & Silent Bob: Mall Brawl -Juhannusolumppialaiset 2017 -Juhannussauna 2016 -Kevin Power in Concert Carnage -Kevin Power in Too Many Games -KHAN Games 4-in-1 Retro Gamepak -Kira Kira Star Night DX -K.Y.F.F. -LAN Master -Larry and the Long Look for a Luscious Lover -Larry and the Long Look for a Luscious Lover: Engagement Edition -Lawn Mower -Legends of Owlia -Mad Wizard -The Magnilo Case -Midwest Gaming Classic 2011 -Miles Con 2016 -Mr. Splash -NA Halloween 2009 -NAGE Hunt -Neotoxin -NEScape -Ninja Slapper -Nomolos: Storming the Catsle -NyanCat -Peace Love Trippy Club (FC) -Perfect Pair -Perkele -Ploid -Poronkusema -Random Insult Generator -RC 2 Rally (FC) Link -Rekt -Retro Homebrew Championships 2015 -RetroVision -Rick Roll'd -Rise of Amondus -Rock, Paper, Scissors -RSM Cart 2011 -RSM Cart 2012 -Scramble -Shera & The 40 Thieves -Sitten Kitten -Slappin' Bitches -Sly Dog Studios 3-in-1 2P Pak -Sneak ‘n Peek -Space Foxes -Spook-o'-tron -Star Keeper -Star Versus -Sudoku 2007 -Super Bat Puncher Demo (NES) -Super Russian Roulette -T*Gun -Tailgate Party -Tapeworm Disco Party -Tic Tac XO -Tortoises -Tower Defense 1990 -The Tower of Turmoil -Turtle Rescue: Unhatched DX -Turtle Rescue: Unwrapped -Uchūsen -Ultimate Frogger Champion -Utakata Synopsis (FC) -Vector Run -Vegetablets Go (NES & FC) -VGBS Gaming Podcast Season 1 -Zooming Secretary No Longer Available NES/Famicom Music Carts: -_node: d3ad_form4t -8Bit Music Power -Alex Mauer: Color Caves -Alex Mauer: Vegavox -Alex Mauer: Vegavox II -Alwa's Awakening Soundtrack -Anamanaguchi: Dawn Metropolis -Anamanaguchi: Endless Fantasy -Anamanaguchi: Power Supply -animal style: Teletime -BEATBOX -Chip Maestro (for making music!) -Holly Jolly NES Mix -Goofy Foot: Power Chiptunes -Journey -King Gizzard and the Lizard Wizard: Polygondwanaland -King Gizzard and the Lizard Wizard: Polygondwanaland 2nd Release -Kreese: PAL Project -Midlines -MOON8 -Moonfall: A Legend of Zelda Compilation -NESK-1 -NTRQ -Puzzle Boys: Duck Tails -RTC: Years Behind -Super Synth Drums Cart -Zao: Reformat/Reboot -Zi: Four No Longer Available SNES/Super Famicom Releases: -16-bit XMAS 2011 -16-bit XMAS 2012 -Frog Feast -Kaizou Choujin Shubibinman Zero No Longer Available Game Boy Releases: -Chunkout -Deadeus -Flashin' -IndestructoTank! -Rope & Bombs -Super Connard -Super Jetpack DX -The Warp Coin Catastrophe -Windows 93 Adventure No Longer Available Game Boy Music Carts: -King Gizzard & The Lizard Wizard: Flying Microtonal Banana (Gizzmoix) -King Gizzard & The Lizard Wizard: I’m In Your Mind Fuzz (Gizzmoix) -The Mist Toggles: Boneless -Nonfinite: Plus/Minus -Tronimal: Hello_World! No Longer Available GBA Releases: -Anguna: Warriors of Virtue No Longer Available GBA Music Carts: -Be Careful: Anemoia Garden -Be Careful: Liminal Cove -Doctor Popular: Destroy All Presets -Don Aaron: FREEDOM? -H A R U S P E X: Tome of the Forbidden Land -Lin Lin and the Symphony of Tears: Release I -MAGICK FLAVOUR STATION: N64 Love Songs -mingkurray: Hidden EP -mingkurray: holographic -NMBUS x Be Careful: Linear EP -OasisLtd.: Mixtape #1 -Startide Realms: ASVMR -TUPPERWAVE: To you baby, with love -Whitewoods: Spaceship Earth No Longer Available Sega Master System Releases: -Sydney Hunter & The Sacred Tribe No Longer Available Genesis/Mega Drive Releases: -16Bit Rhythm Land -30 Years of Nintendon't -ASCII Wars -Barbarian -Beach Volley -Bomb on Basic City -Code Eliminator -Diamond Thieves -Double Symbol -FX Unit Yuki -Game Panic II -Germ Squashers -Griel’s Quest -Hangman SG -Humiliation Nation -Invasion -IK+ Deluxe -Ivanhoe -Megagames Almanac -Mega Cheril Perils -Miniplanets -Papi Commando -Pier Solar and the Great Architects -Return to Genesis -Sacred Line -Star J -Suprakillminds -T*Gun II -Uwol Quest for Money -War in the Machine -Zooming Secretary No Longer Available Genesis/Mega Drive Music Carts: -Eternalist: A Telefuture Compilation -Freezedream: Today -Hyperdub: Konsolation (bundled with Analogue Mega Sg) -Tanglewood Soundtrack -TH4 D34D: Future 2612 -Ym2017
  2. VGS Homebrew on the Horizon: Whereas the purpose of the VGS Homebrew Almanac is to keep an up-to-date list of cartridge homebrew releases that are currently available or whose production runs have ended, this list will provide an up-to-date list of cartridge homebrew releases within sight to one degree or another. Part I of this list will include live pre-orders, either through the developer’s website or a crowdfunding page such as Kickstarter or Indiegogo. Part II of this list will only include homebrew games that previously had pre-orders open, but which are now closed (e.g. a crowdfunding campaign has ended and no further pre-orders are being taken). This section will serve as a sort of limbo for games that will be available soon and will therefore soon be moved to the Homebrew Almanac. Completed roms for games where the developer is planning or considering a physical cart run will also be found here. Part III of this list will be devoted to homebrew projects that developers have announced are in the works, but which are not yet available for pre-order, though demos may have been released to whet our appetites. The line between which projects have been abandoned and which retain a glimmer of hope is a fuzzy one, so developers please pm me if you wish to be added/removed. Part IV is dedicated to the memory of homebrew projects which, as far as I can tell, have been abandoned. This may be because the developer has gone dormant on this project or in general, or a developer had a page for this game that has since vanished. May they one day be resurrected. Links will be to a game’s individual page, development blog, VGS thread, Twitter account, or some combination thereof to provide the community with the best possible access to news. But if developers would like me to link elsewhere, please tell me. *The usual disclaimer, I am sure that there are mistakes and games that slipped my attention in what follows. Feel free to point them out or inform us all of a change in a game's status. If you are the creator of a game and you would like to have your work included at a set date/time, please feel free to send me a pm. Part I: Homebrew Available for Pre-Order NES/Famicom Available for Pre-Order: -8bit Music Power $55 CIB Link -8bit Music Power Final $55 CIB Link -The Adventures of Panzer CAD$80 CIB Link -Alwa's Awakening $60 CIB Link -Anguna: Scourge of the Goblin King $60 CIB Link -Blazing Rangers €55 CIB Link -Choumiryou-Party (FC) ¥9000 CIB Link -Dungeons & Doomknights $48 CIB Link -Full Quiet $60 CIB Link -Ghoul Grind: Night of the Necromancer $55 CIB Link -Kira Kira Star Night DX $55 CIB Link -KUBO 1 & 2 CIB Link -MOON8 re-release (chiptune) €40 C Link -Ooze Redux $50 CIB Link -Orange Island £100 CIB Link -Reknum: Fantasy of Dreams C Link -Roniu's Tale $60 CIB Link -Soko Banana $60 CIB Link -Super Bat Puncher Demo (FC) €45 CIB Link -Tapeworm Disco Puzzle £50 CIB Link -Temple Dilemma $60 CIB Link -Turtle Paint $52 CIB Link -Zdey the Game €50 CIB Link SNES Available for Pre-Order: -Chip's Challenge $50 CIB Link -Eyra - The Crow Maiden $50 CIB Link Game Boy Available for Pre-Order: -Digital Monster C$30 C Link -Digital Retro Park (chiptune) €40 CIB Link -Doc Cosmos £40 CIB Link -The First Project €25 C Link -GB Productivity Suite CA$30 CIB Link -Gelatinous: Humanity Lost $50 CIB Link -Genesis $45 CIB Link -How did I get here? £50 CIB Link -Infinity CA$90 CIB Link -Pineapple Kid £40 CIB Link -Pine Creek $60 CIB Link -Planet Hop £50 CIB Link -POWA! €50 CIB Link -The Shapeshifter 2 €49 CIB Link -Tales of Monsterland £40 CIB Link -Teenage Gizzard Gameboy Game King Gizzard and the Lizard Wizard €35 CIB Link -The Year After $90 CIB Link Game Boy Advance Available for Pre-Order: -Goodboy Galaxy Link Sega Master System Available for Pre-Order: Genesis/Mega Drive Available for Pre-Order: -Bone Marrow $60 CIB Link -Chip's Challenge $50 CIB Link -Eyra - The Crow Maiden $50 CIB Link -Irena Genesis Metal Fury €45 CIB Link -Metal Dragon €55 CIB Link -Paprium $169 CIB Link -Reknum: Fantasy of Dreams €60 CIB Link Sega Game Gear Available for Pre-Order: -Heroes Against Demons €59 CIB Link Turbografx-16 Available for Pre-Order: -Electronic Lifestyle (chiptune by Remute) €35 C Link Part II: Pre-Orders Closed or Completed But Not Yet Released on Cart NES/Famicom Pre-Order Closed or Will be Available Soon: -Action 53, Volume 4: Actually 54 Link -Copper Jacket Link -Gamer Quest (fka Nintendo Quest) Link -Mystic Searches Link -Nix: The Paradox Relic Link -Nova the Squirrel Link -Saturn Smash Link -Slow Mole Link -What Remains Link -Yeah Yeah Beebiss II SNES Pre-Order Closed or Will be Available Soon: Game Boy Pre-Order Closed or Will be Available Soon: -Black Castle Link Game Boy Advance Pre-Order Closed or Will be Available Soon: Sega Master System Pre-Order Closed or Will be Available Soon: Genesis/Mega Drive Pre-Order Closed or Will be Available Soon: -Jessie Jaeger in Cleopatra's Curse Link -Phantom Gear $50 CIB Link Part III: Homebrew In-Development NES/Famicom In-Development: -Adventures in Cavyverse Link -Afterworld Deluxe Link -Alien Isolation Link -Cityzen Link -Cobol's Laboratory Link -Courier -Depths Link & Link -Diversion Link -The Excitables Link -Fie (chiptune by Zi) Link -Fire & Rescue Link -Force Bot Link -Former Dawn Link -Gulpy Link -Gypsum and the Travelers Link -Halcyon Link & Link -Hamburgers En Route to Switzerland Link -The Inversion Project Link -Jester Link -Janus Link -The Last Tower Link -Level Zero (chiptune by Zi) Link -Light from Within Link -Malasombra Link -The Meating Link -Montezuma's Revenge Link -Moon Fest (FC) -"Project Borscht" (a Frankengraphics tale) Link -"Project Sword" (a Tolbert tale) Link -Retro Artists of the Future, Vol 1. (chiptune compilation) -Retro Space Championship Link -Rumblefest '89 Link -Sam’s Journey Link -Saru★Kani Panic Link -Saturday Man Link -Save the Leopard Cats! (FC) -The Shapeshifter 1 & 2 Link -Snakey Link -Sun Wukong vs Robot Link -Space Soviets Link -Super Tilt Bros. Link -Swords & Runes 2 -Touhou Rououmu (FC) Link -Unicorn -UNO -Vice: Magic City Mayhem Link -The White Room Link -Witch N' Wiz Link -(untitled Chinese New Year game) (ITG-Soft) (FC) -(untitled chiptune album by Electric Dragon) (FC) Link -(untitled RPG) (in association with Amaweks) Link SNES In-Development: -Biz-Billes Link -Danmaku Link -Justice Beaver – The Great Timber Tantrum Link -Nova the Squirrel 2 Link -Super Paw-n Gameboy/Gameboy Color In-Development: -4000AD (chiptune by PROTODOME) Link -Busty Bunny: The Bounty Babe Link -Coria and the Sunken City Link -D*Fuzed Link -Digital Monster Link -Green Cube Link -Gun Ship Link -The Machine Link -Pet the Dog Link -Postal Pete Link -The Third Shift Link -(untitled Tronimal chiptune) Link Game Boy Advance In-Development: Sega Master System In-Development: Genesis/Mega Drive In-Development: -Affinity:Sorrow Link -The Alexandra Project Link & Link -Alice Sisters Link -Apeel’s Court Link & Link -Arapuca Link -Aratu Brothers + Shaolin Carcará Link -ASAP PLZ Link -Bio Evil Link -Bite the Bullet: First Course Link -The Cursed Knight Link -Dreams Link -Ellenica: Dusk of the Gods Link -HorgiHugh Link -Insane Pain Link -Journey to Oblivion Link -Lethal Wedding Link -Mega Box Reloaded -Mega Darkula Link -Perlin & Pinpin Link -Shrine Maiden Shizuka Link -Space Madness Link -Thunder Paw Link -Verge World: Icarus Rising Link -YM2020 (chiptune) Link -ZPF Link Part IV: Homebrew Purgatorio NES/Famicom In-Development: -Almost Hero 2 Link -Balls and Booty Link -The Banketh Link -Bleu Bleu Link -Cotton & Candy Link -Deal or No Deal -Dimension Shift Link & Link -Epicade -Family Vacation -Gatsby -The Gift of Discernment (aka Isometric Horror Game) Link & Link -High Noon Knockout -In Cod We Trust -Isolation Link -Isshokuta Link -Knil Link -NOFX Cover Cart Link -Project P Link -Rival Swarms -Space Beats -The Sword of Ianna Link -The Tenth Knight Link -Transamnia Link -The Wizard: Story Unknown Link -You Only Live Thrice -(untitled game by iamerror) Link -(untitled game by Punch) Link SNES In-Development: -Dorven Digger Link Game Boy In-Development: -Frog Knight Link -Last Crown Warriors Link Game Boy Advance In-Development: Sega Master System In-Development: -DARC Link -Dead Gunner Link -Lain vs. the Castle of Evil Link -Lost Raider Link Genesis/Mega Drive In-Development: -A(...)M(...)96 $169 CIB Link -Chant Link -The Chaos Citadel Link -Crypt of Dracula Link -Field of Nightmares -Kung Fu UFO Link -Magot Link -The Shifting Catacombs Link -The Viking and the Ninja Link & Link -Wanted Link -We Got Dungeons Link Part V: Malebolge
  3. Download (or play in your browser) the latest build here! (ver. 1.0) The Kraken cometh... From the deepest trenches of the ocean, the Kraken has come to lay waste to your city! The archers have slung every arrow. The burning tar has run dry. Every piece of military weaponry has been dispatch. And yet... the Kraken moves forward, climbing the towering walls of your seaside fortress. With no ammunition left, the city itself moves from a barricade, to a weapon! The stones of the walls are broken off, and hurdled down at hideous creature. And it just might be enough to slow it down till morning, when surely help will arrive... --- Hi! I created my first Homebrew NES game, FROM BELOW! It a falling block puzzle game featuring: Soft Drops Hard Drops Wall Kicks T-Spins Lock Delay 3 modes of play: Kraken Battle Mode The signature mode of FROM BELOW. Battle the Kraken by clear lines across the onslaught of attacking Kraken Tentacles. The Tentacles push more blocks onto the screen every few seconds, forcing to act quickly, and strategize on an every changing board. Classic Mode The classic block falling mechanics you know and love without any new gimmicks. Modernize for 2020, with Hard Drops, Lock Delay, and more, making this (hopefully) the best feeling puzzle game on the NES! Turn Based Kraken Battle Mode Similar to "Kraken Battle Mode", but instead of the Kraken attacking every few seconds, it advances its tentacle every time you drop a piece. Make every move count, as this move favors slow, deliberate play!
  4. 2021 Sale Thread -E-mail jasonrippard@yahoo.com for questions -Buyer pays shipping (unless otherwise stated) -Ships to North America Only -Prices made based on condition -Parting out items considered but not guaranteed. -PM for questions/details/bundling -If there is a bold line through it... it is sold. -All NES games have dust covers. If it has a box, it has a box protector. -Virginia has joined a list of other states raising the limit to $600 per year til a 1099 tax form is sent. Sorry for the inconvenience. Alternative payment forms are fine if this is an issue. -OVER 150 TRANSACTIONS ON NintendoAge (BUY WITH CONFIDENCE) Title C I B 720 1 0 0 $8 10-Yard Fight 1 0 0 $5 3-D Battles of World Runner (Black Box) 1 0 0 $15 8 Eyes 1 0 0 $12 Adventure Island 1 1 0 $20 Adventures of Dino Riki (I) 0 1 0 $5 After Burner 1 0 0 $7 Air Fortress 1 1 0 $15 Airwolf 1 1 1 $20 Alpha Mission 1 0 0 $12 Arch Rivals 1 0 1 $25 Archon (Box) 0 0 1 $15 Athletic World (regular version) 1 1 0 $30 Bandai Golf: Challenge Pebble Beach 1 1 1 $15 Barker Bill's Trick Shooting 1 1 1 $25 Base Wars - Cyber Stadium Series 1 1 0 $10 Baseball Stars 2 (Box) 0 0 1 $25 Bases Loaded 1 1 1 $10 Bases Loaded 2: Second Season 1 1 0 $7 Bases Loaded 3, Ryne Sandberg Plays 1 1 0 $12 Battle Chess 1 0 0 $7 Black Bass, The 1 1 1 $20 Blades of Steel 1 0 0 $8 Blaster Master 1 1 0 $20 Bo Jackson Baseball (IB) 0 1 1 $15 Boulder Dash 1 1 0 $15 Breakthru 1 0 0 $8 Bubble Bobble 1 0 0 $15 Bugs Bunny Birthday Blowout 1 0 0 $8 Bump 'n' Jump 1 0 0 $8 Burai Fighter 0 0 1 $10 Caesar's Palace (box) 0 0 1 $10 Casino Kid 1 0 0 $8 Castle of Dragon (box) 0 0 1 $20 Caveman Games (manual) 0 1 0 $8 Championship Bowling 1 1 0 $8 Cobra Command 1 0 0 $20 Cobra Triangle 1 0 0 $10 Code Name: Viper 1 0 0 $12 Crystal Mines (blue cart) 1 0 1 $70 Crystalis 1 0 0 $18 Dance Aerobics 1 0 0 $8 Dash Galaxy in the Alien Asylum 1 0 1 $25 Demon Sword 1 0 0 $10 Destination Earthstar 1 0 1 $20 Dick Tracy 1 0 0 $10 Dig Dug II 1 1 0 $15 Donkey Kong Classics 1 0 0 $15 Double Dare 1 0 0 $15 Dragon Power 1 0 0 $10 Duck Hunt 1 1 1 $40 Dungeon Magic 1 1 0 $20 Excitebike (missing tab) 1 0 1 $30 Fantasy Zone 1 0 0 $30 Faxanadu 1 1 0 $25 Fester's Quest 1 1 0 $15 Final Fantasy 1 0 0 $20 Gauntlet 1 1 1 $25 Gauntlet 1 0 0 $7 Gauntlet II 1 1 1 $27 Ghosts 'n Goblins 1 0 0 $20 Golf (3 screw) 1 0 0 $5 Golgo 13 1 1 1 $25 Goonies II, The 1 1 0 $25 Gotcha! The Sport! 1 1 0 $10 Gumshoe (unpunched tab) 1 1 1 $?? Gun.Smoke 1 0 0 $22 Gyromite (w/ famicom converter) 1 1 0 $25 Hogan's Alley 1 1 1 $?? Hoops 1 1 0 $8 Hunt for Red October, The 1 0 0 $8 Hydlide 1 0 0 $8 Ice Hockey 1 1 0 $10 Ikari Warriors 1 0 0 $12 Indiana Jones and the Temple of Doom 1 0 0 $15 Infiltrator 1 0 0 $8 Jeopardy! 1 0 1 $12 Jeopardy! 25th Anniversary Edition 1 0 0 $5 John Elway's Quarterback 1 1 0 $8 Karate Champ 1 1 0 $10 King's Knight 1 1 0 $20 Kings of the Beach 1 0 0 $8 Kirby's Adventure 1 1 0 $38 Kung Fu Heroes 1 0 0 $10 Mad Max 1 0 0 $15 Magic of Scheherazade 1 0 0 $15 Millipede 1 0 0 $10 Milon's Secret Castle 1 1 0 $15 Mission: Impossible 1 1 1 $17 Ms. Pac-Man (Tengen) 1 1 0 $25 Muppet Adventure: Chaos at the Carnival (stains) 1 0 0 $12 Open Tournament Golf, NES 1 0 1 $17 ORB 3-D 1 1 0 $10 Othello 1 0 0 $5 Pin-Bot 1 1 0 $8 Pinball 1 1 0 $5 Play Action Football, NES 1 1 1 $10 Predator 1 1 0 $50 Punch-Out!! 1 0 0 $12 Q*Bert 1 1 0 $12 R.B.I. Baseball 1 0 0 $10 Rainbow Islands (box) 0 0 1 $40 Remote Control 1 1 0 $12 Rescue Embassy Mission 1 0 0 $12 Ring King 1 0 0 $7 Road Runner 1 0 0 $10 RoboWarrior 1 0 0 $10 Rush'n Attack 1 0 0 $10 Sesame Street HideSpeak 1 0 0 $8 Shinobi 1 0 0 $10 Shooting Range (IB) 0 1 1 $15 Short Order/Eggsplode 1 0 0 $10 Side Pocket 1 0 0 $8 Silent Service 1 1 0 $8 Ski or Die 1 0 0 $10 Sky Shark 1 1 0 $10 Slalom 1 0 0 $7 Smash T.V. 1 0 0 $15 Soccer 1 0 0 $8 Solar Jetman - Hunt for the Golden Warpship 1 0 0 $10 Solstice - The Quest for the Staff of Demnos 1 0 0 $10 Spy vs. Spy 1 0 0 $10 Star Voyager 1 0 0 $5 Stealth ATF 1 0 0 $8 Stinger 1 1 0 $25 Super Dodge Ball 1 1 0 $30 Super Jeopardy!, Talking (Box) 0 0 1 $10 SMB/Duck Hunt/WCTM (w/ custom box) 1 0 1 $25 Super Pitfall 1 1 0 $15 Super Spike V'Ball 1 0 1 $17 Super Spike V'Ball/WC Soccer (w/custom box) 1 0 1 $20 Super Team Games 1 0 0 $8 Tecmo Bowl 1 0 0 $10 Tecmo World Wrestling 1 1 0 $15 Tetris 2 1 1 0 $12 Tiger-Heli 1 1 0 $10 To The Earth 1 1 1 $22 Tombs & Treasure (box) 0 0 1 $40 Top Gun - The Second Mission 1 1 0 $8 Top Players' Tennis Evert & Lendl 1 0 0 $10 Total Recall 1 1 0 $30 Track & Field 1 0 0 $5 Track & Field II 1 1 0 $9 Twin Cobra 1 0 0 $10 Vegas Dream 1 1 1 $20 Vindicators 1 0 1 $20 WCW: World Championship Wrestling 1 0 0 $12 Wheel of Fortune 1 1 0 $7 Wheel of Fortune: Family Edition 1 0 0 $5 Win, Lose or Draw 1 1 0 $6 Winter Games 1 0 0 $8 World Class Track Meet (w/ custom box) 1 0 1 $15 World Games 1 0 0 $8 Wrath of the Black Manta 1 0 0 $8 - Retron 3 CIB - Retron 5 console CIB (w/ official tote bag) ******NEW & SEALED - AND - UNPLAYED******* NES Aftermarket / Homebrew / Reproductions CIB (ENTERTAINING OFFERS!!) -Chuck Yeagers Figher Combat (w/ flight pin) $100 -Fighing Simulator (Good Guy Cover) $90 -Blow 'Em Out $55 -Swords and Runes $85 -Happily Ever After $90 -War on Wheels $80 -Hotman $75 -Flappy $75 -Shoot Ufo $80 -Sky Destroyer $80 -Superman: (Sealed) $80 -Targa (SNES Aftermarket / Reproduction) $80
  5. Did you notice that all Nintendo systems coming after the N64 have their own version of Super Smash Bros? It is a shame that this (wonderful) experience is not ported to earlier systems! Super Tilt Bro. for NES is my humble attempt at filling this void. It adapts this fun and nervous gameplay to the NES and its eight buttons controller. You can freely download the ROM, play in a browser or hack the source. It now has an ONLINE mode! Short story: Wi-Fi chipset in the cart. Long story: here. Wishlist the physical release. To find an online opponent, join the discord. Here is the trailer: In this topic there will be different kinds of updates: Technical highlights: small articles about technical challenges of developing Super Tilt Bro. and how they are solved. Patch notes: when the game receives an update, details are available right here. News: Less often, I may announce something big (like a new physical edition)
  6. A Homebrew Draws Near! A blog series by @Scrobins Episode 18: Chumlee’s Adventure: The Quest for Pinky Introduction: There has been an awakening. Have you felt it? Modern icons of pop culture and homebrews, coming together. Commissioned. Official. Licensed. Where first, barely a year ago there was Jay & Silent Bob: Mall Brawl, another game pushes the floodgates open a little further, with the dev team announcing yet another licensed homebrew coming in its wake. No longer a one-off happenstance, we are witnessing a change in era within the homebrew world. Let the good times roll. For this entry, I’m covering Chumlee’s Adventure: The Quest for Pinky, a beat 'em up adventure game for the NES, starring the cast of Pawn Stars, and developed by KHAN Games, Peek-A-Brews!, and humanthomas. As of the time of this writing, Kickstarter backers have received their goodies, and the physical game is still available here through the World Famous Gold & Silver Pawn Shop. CIB? Best I can do is...a million dollars Development Team: @KHAN Games(Kevin Hanley): programming @Peek-A-Brews!(Jon Piornack): graphical art @humanthomas(Thomas Cipollone): music Blurry Sprites (Richard Lecce & Mike Long): funding Chumlee (Austin Russell): inspiration Game Evolution: The emergence of Chumlee’s Adventure started with a trickle and slowly grew to a stream. During his annual NES Spectrum Marathon, a 50+ hour gaming marathon which raises money for the Organization for Autism Research every September, Kevin hinted at a special project he was commissioned to develop that he couldn’t talk about just yet. (It just so happens this year’s marathon is happening this weekend, so tune in on Twitch!) A fun event that I look forward to tuning into each year On December 14, 2020, Kevin tweeted a gif of a bearded, sunglass-wearing dude jump kicking the “kick” into Kickstarter, followed by the date “December 28” as a little pupper wandered in. On December 28, 2020, the latest episode of Pawn Stars aired, featuring a customer who brought in an M82 unit (NES demo kiosk) that just happened to house a few of Kevin’s games inside. The episode’s narrative shows Chumlee inspired to make a game of his own after learning about the existence of the homebrew community, and from there Chumlee’s Adventure begins to take shape, much to the amusement of his friends and coworkers at the store. Concurrent with the episode’s airing, Kevin launched the Kickstarter. Within 19 hours, Chumlee’s Adventure reached its initial funding goal, ultimately receiving more than $29,000 from 350 supporters. Backer tiers included a Chumlee keychain, a Chumlee shirt, a game rom, and four different colored CIB editions such as a Blue CIB, a Green CIB with t-shirt and keychain limited to 150 copies, an orange CIB with t-shirt and keychain limited to 75 copies, and a Yellow CIB autographed by Chumlee with laser-etched numbering on the cartridge plus the t-shirt, sticker, and special keychain. The first teaser…what could it beeeee? Gameplay Overview: Chumlee’s Adventure is a side-scrolling beat ‘em up in the style of the NES black box classic Kung Fu. You play as Chumlee, longtime employee of the World Famous Gold & Silver Pawn Shop, desperate for a day off with his dog Pinky. But before he gets a break, he’ll have to fight through waves of customers and their wares, as well as his coworkers Antwaun, Corey, Rick, and more, or else it’s back to WORK! Gameplay is simple: move left and right with the respective d-pad buttons, duck by pushing down, jump with the A button, and attack with the B button. Chum has other attacks up his sleeve if he attacks while jumping or ducking. If you feel like challenging a friend, the 2-player mode allows you to swap every time you die so can have a high score challenge. The game’s heads up display has some helpful info for you. There are the 1st and 2nd player scoreboards, sandwiching a high score ally for those looking to one-up themselves. The Player life bar shows Chumlee’s health and the Boss life bar displays each floor’s boss’ life. The four squares indicate which floor you’re currently on so you can track your progress. The Chum head marks how many lives you have left, while the Pinky icon denotes how many times you’ve looped the game (though something interesting begins to happen for truly dedicated players who play long enough). Finally, the timer ticks down how long you have to complete each floor, boss included, lest you dawdle too long admiring what’s behind the display cases and on the shelves in the background. Gameplay gif from Chumlee’s Adventure Writer’s Review: Chumlee’s Adventure provides a fun, straightforward beat ‘em up that elevates its Kung Fu inspiration. This is a game that is fun to play and stays replayable while remaining faithful to the simplicity of an early black box game. Gameplay features a good range of moves to dispatch an unending stream of enemies that will keep players on their toes while maintaining a good balance of difficulty. Boss battles are challenging pattern puzzles, bringing in a fun taste of the Pawn Stars cast’s personalities. The real risk is that you might lose a life having a laugh at how creatively each boss battle is designed. Meanwhile the final boss battle adds a kind of puzzle that leverages the developers’ deep knowledge of gaming tropes to offer something a little different within the game. Each stage is fairly short, encouraging you to want to loop the game again and again (assuming you’re figured out each boss’ pattern) as you search the shelves of the store and everywhere else imaginable for the famed easter egg. Chumlee’s graphics are a great 8-bit rendering of the show, from the shop itself to its colorful employees. Licensed games used to have a reputation that cultivated a campy “so bad it’s good” love, if not outright disappointment, but Jon’s graphics probably make all of the Pawn Stars cast wish they had a full-sized poster of their 8-bit portraits. Meanwhile Thomas’ music builds on the sounds of the original Kung Fu with his usual flair, making Chumlee’s Adventure a black box soundtrack with a rock ‘n roll makeover. While the regular stage music is playful, it maintains a serious tone that helps you concentrate. Boss battles have a more tense vibe (which Kung Fu never had), followed by a dance-in-your-seat jam to help you celebrate conquering another stage. Interviews: Having already interviewed each member of the development team about their backgrounds for previous episodes, I decided to take this opportunity to check in with everyone and ask some different questions for a change. If you’d like to read those previous interviews, see below! Kevin Hanley- Interview from The Assembly Line Jon Piornack- Interview from 8-Bit Xmas 2020 Thomas Cipollone- Interview from Anguna: Scourge of the Goblin King KHAN Games @atonofglaciers -It’s great to interview you again! Last time we chatted about the Assembly Line, and I’m excited to dive more into your dev work. How have you been since we last chatted? Pretty good! I got hired to do another decently sized project, so I have been doing a lot of preliminary stuff with Jon from Peek-a-Brews! To figure out exactly how we want to tackle things, but it’s always exciting to start something new. We get that great rush of adrenaline coming up with things we want to do before the grim reality sets in of how hard it will be. -How did your relationship with the people at Pawn Stars come about? Where did this game begin? Were you a fan of the show beforehand? Had you ever visited Rick Harrison's Gold & Silver Pawn Shop? Deniz Kahn, who had been on Pawn Stars a couple times as the resident expert of sealed games, is a friend of mine and I guess when he was talking with the people there about retro games and the booming collector scene, they thought it might be a good idea to have a game made. Deniz dropped my name and they followed up with me through my website. Initially I thought it was a joke because I really was a fan of the show. I actually watched it for many years beforehand, back when I lived in Colorado. I never made it out to Las Vegas to visit the shop, but knowing I was working on a game for people I was a fan of was an interesting situation to be in. -Chumlee’s Adventure marks yet another licensed homebrew game, after Jay & Silent Bob: Mall Brawl. Does the homebrew scene feel different to you, as either someone who worked on this game, someone who creates homebrew in general, or even as a player, as a result of these licensed, commissioned projects? Well, I think this is a few different questions packed into one so I’m not entirely sure how to answer. Yes, the homebrew scene definitely feels different now days. Back when projects were initially being made with the intention to produce and distribute them it was more of a fun “let’s see if I can do this” kinda project and the community felt much smaller. You were selling every new game you made to the same 200-300 people, which was great. You had a personal connection to the people who were enjoying the things you did. Things are much bigger now, both in scope of games and in the size of the audience on the receiving end, so it’s much less personal, but there are certainly pros and cons of both sizes. At the end of the day we want the most people playing our games as we can get, but it is at the expense of personal connection, so I think something is getting lost as the years go by. But this could also be the byproduct of forums going away. Social media feeds are just too cluttered to feel truly connected. -Chumlee’s Adventure’s gameplay channels Kung Fu, a game I was addicted to as a kid. Was that a game you especially loved in the past? -What was the working dynamic like in your collaboration with Chumlee and Blurry Sprites, as well Jon and Thomas? What was the division of labor on Chumlee’s Adventure, and how was the development process between members of the team? I was never personally a fan of Kung Fu. Early black box games seem pretty archaic to me in many ways, so when I sit down to play an NES game, I typically jump ahead to some of the more advanced stuff. But Blurry Sprites came into the project knowing they wanted their game to be based off of Kung Fu, which made it easier for us (Jon, Thomas and myself) because we had a concrete idea of a starting point and the direction we wanted to take it. Screenshot from Kung Fu The working dynamic was nice because they (Chumlee and Blurry Sprites) really gave us the freedom to do what we wanted with the game, other than having it be based on Kung Fu. But the three-month deadline went well with the archaic, smaller nature of the game. Jon did the artwork, I did the programming, and Thomas did the music and sound effects. It was a pretty basic distribution of “WORK!” -What is it like developing a game containing such cultural icons as the cast of Pawn Stars? Did you have a different attitude toward developing Chumlee’s Adventure compared to developing games for your own intellectual property? Is the experience of developing them different? Does playing within the sandbox of real people as video game characters impose limits on what you can do with them? I think developing games based on real life people (or at least caricatures of people) is even more fun than creating entirely fictional characters because you can take quirks or personality traits that they’re known for and play with those a bit. The one drawback of being hired to do a project is you don’t get the final say in what something turns out to be in the end. They gave us a ton of freedom, but at the end of the day they had the final say in things so there were one or two things that we were super stoked on that they wound up taking out. Mostly out of fear of “what if” situations. You never know what is going to offend someone these days and I don’t blame them for wanting to be cautious. Chum Fu would have been a great name though. -What new challenges or surprises surfaced in developing Chumlee’s Adventure as opposed to NEScape or Larry and the Long Look for a Lucious Lover from a programming perspective? This was the first project that introduced enemies coming onto the screen from offscreen that I had done, so it was an interesting puzzle of trying to decide if I wanted them to appear in the same spot each time, or if I wanted to go the timer route and have them appear at the same TIME every game, but at different points in the level depending on how quickly the player is playing. I wound up going this direction in the end because it allows for a little more variety and change each new time the player is playing. It was also the first game I did that had boss fights, so it was interesting trying to program each of those along with the different hitboxes with the different moves Chumlee can do. He is wider when he’s jumping or squatting so I didn’t do nearly enough planning in my code to code that stuff well. -TheMetalBeast was the first to find a special Easter Egg in the game and won a fun prize in the process. Are there other, as yet undiscovered secrets still waiting to be found? With the three-month deadline we didn’t have a lot of time to put too much special stuff in, so while I won’t confirm or deny that there might be some other goodies in there that haven’t been found yet, there isn’t too much more. Ironic considering the point of the game is to escape work -There was a lot of buzz around Chumlee’s Adventure when it launched on Kickstarter, with some of the limited-edition tiers selling out right away. How does it feel to bask in such enthusiasm and support? I’m always blown away with the people who support the projects I do. That was my second Kickstarter project so I was always curious if the first one’s success was a fluke, but the people who have supported me through the years yet again came out in full force and pushed us over the funding goal super quickly. I am honestly humbled by it. I truly appreciate everyone who cares about the stuff I do. -On top of the excitement on Kickstarter, Pawn Stars showed off Chumlee’s Adventure on an episode of the show, after a customer came in with a very interesting cabinet loaded with several of your other games. What was it like seeing your games on a TV show with such high viewership, and then see Chumlee himself playing your game? I can’t overstate how much of a big deal this was to me. My dad is a huge fan of the show, so when he found out something I did was going to be on it he was looking forward to it a lot. A LOT. It might have been the proudest he’s ever been of me. Or maybe it was just the first thing I’ve ever done that he could relate to on some tangible level. But a lot of my family and extended family were tuned in watching, and I was personally watching it with a few of my friends. I knew the game was going to be featured, and they had asked me to send them a few of my games ahead of time because they didn’t want to go through getting approval to show licensed games, so I knew they were using my games, but I didn’t know in what context. So in that sense it was scary not knowing exactly how they were going to present my games. But when the show was on and they actually namedropped me… I don’t know. It was just a really emotional night. Tears of happiness were shed. I was receiving texts and calls and the whole thing was just really surreal. One of the best nights of my life, for sure. I’ll never be able to thank them enough for giving me the opportunity to be a part of this project. The fact that it wasn’t just briefly shown, but almost the entire episode wrapped around NES games… it was so special. A really big night for homebrew for sure. Now THAT’S what I call a shout out -Are there any other projects you have lined up on the horizon, NES or otherwise? Any dream projects? Like I said previously I recently got hired to make a new game for the guy who does the Onyx the Fortuitous videos. I’m really excited about this project because we’re going to be tackling some more things I’ve never done so it will push all of us, hopefully to new levels of awesomeness. I dunno. Satan’s cool. As for my dream project, I don’t know. I really want to get back to finishing Courier, Jon’s dream project. The longer we’ve worked on that game the more I am starting to think it’s turning into my dream project also. It’s going to be such a great game! Everything about this image is so right -Are there any homebrew games in development that you are excited to play since we last spoke? Mostly everything I’ve wanted to be play has come out at this point, but Full Quiet and Orange Island are high on my list! -I really appreciate you taking the time to talk with me and share your experiences. Is there anything else you would like to tell readers and fans? It’s pronounced “gif”. -If you could be recruited for the next licensed homebrew game based on another pillar of pop culture, what would you want it to be? There might be a project coming up related to professional skateboarding which is another huge interest of mine. Can’t wait to say more as the details materialize. Peek-A-Brews! @peekabrews -It’s great to interview you again! Last time we chatted about your work on 8-Bit Xmas 2020, and I’m excited to talk to you again. How have you been since we last chatted? Thanks, I am glad to be back! To be honest, this year has been a bit of a rollercoaster but I think it’s on the way up so I won’t jinx it by boring you with the details. I will say, however, that these homebrew projects and the people I have been working with have been a constant positive during all of it. I am thankful for that. And I hope all is well with you! -What is it like working on a game containing such cultural icons as the cast of Pawn Stars? It’s surreal. I feel like I am going to use that word often, even with new projects that are still in the pipeline, but it is the most accurate word to describe it. To say that I helped make a game for a popular TV show this early on is just crazy to me. -Were you a fan of the show beforehand? Had you ever visited Rick Harrison's Gold & Silver Pawn Shop? I was never a die-hard fan but I definitely watched it when it first came out and I still catch segments that interest me on YouTube to this day. You know, Las Vegas is not my first choice for a vacation, but I found myself there at least four times in my life and I have never been to the Gold & Silver Pawn Shop. Kevin and I entertained the idea of visiting during the Kickstarter campaign but it never panned out. -Chumlee’s Adventure marks yet another licensed homebrew game, after Jay & Silent Bob: Mall Brawl. Does the homebrew scene feel different to you, as either someone who worked on this game, someone who creates pixel art for homebrew in general, or even as a player, as a result of these licensed, commissioned projects? If I were to analyze it from all three of those perspectives, I think I would come to the same conclusion, and it’s that the scene is getting more exciting to me. I am excited to see what the next licensed game will be, I am excited to play the next licensed game, and I am excited to work on another licensed game. I am not saying that developers should only focus on licensed games now. Even if that was possible, it would be stupid to put all of our original ideas aside. I am just saying that it adds a bit of fun, mystery, and hopefully more validity to what we do. -Chumlee’s Adventure’s gameplay channels Kung Fu, a game I was addicted to as a kid. Was that a game you especially loved in the past? Actually, it wasn’t a game I loved as a kid. I remember playing it and thinking it was repetitive and too difficult. I don’t know, maybe it was a situation where I played something like Ninja Gaiden first and that ruined it for me. I really should’ve given it more of a chance, though, because I had fun playing it as “research” for Chumlee’s Adventure. -What was the working dynamic like in your collaboration with Kevin and Thomas, as well as Chumlee and Blurry Sprites? I have so many things to thank Kevin for again. Not only did he recommend me for the job, but he pretty much handled all the communication with everyone else. He is very easy going and a pleasure to work with. I specifically remember having some fun brainstorming sessions about who the bosses would be and how they would attack. I think we both got a kick out of having backward controls for Dark Chumlee and making the player position him into the falling fan hazards. What I quickly learned about Thomas is that I will never worry about the music when he is on board. Man, he is good at what he does. Did you get a chance to hear the last track on Beyond the Pins? So good. Title screen from Beyond the Pins, product of The Assembly Line Game Jam 2021 -Did you have a different attitude toward creating pixel art for Chumlee’s Adventure compared to previous projects? Does the experience of designing art for a game revolving around real people affect your creative process? I’ll admit that I was a bit nervous. I felt there was more of a chance for someone to criticize the graphics because it did involve an actual place and real people. It wouldn’t be something that I could just chalk up to interpretation. That might sound silly to someone else because we are talking about graphics on the NES, but I take it seriously and I wanted to do it justice. The two things that helped a lot in that respect was having a short deadline and the game being a Kung Fu clone. If I had too much time to work on it, it probably wouldn’t have had that early black box feel to it. -What new challenges or surprises surfaced in working on Chumlee’s Adventure? I guess the challenge was making the game in a small amount of time and the surprise was that it was shelved for a year due to the pandemic. Weird times. -There was a lot of buzz around Chumlee’s Adventure when it launched on Kickstarter. On its page Kevin gave you a shoutout for your previous collaboration on NEScape. How does it feel to be such a prominent pixel artist? Oh that’s just Kevin talking me up! There is so much more for me to learn and hopefully people enjoy what I make along the way. -Are there any other projects you have lined up on the horizon, NES or otherwise? Any dream projects? There are a few, actually. I am doing backgrounds for a game being made by Sergio and the Holograms (A Winner Is You). I don’t think he is ready to announce anything specific just yet though. Kevin, Thomas, and I have been hired for another licensed game we will be starting very soon. Also, I just got word from Brian (retroUSB) on what the next 8-Bit Xmas game will be. And finally, I will always have my game Courier sprinkled in between there until it’s done. So, lots of cool stuff. It's the most wonderful time of the year! There’ll be blinky lights glowing, and chiptunes a’ flowing, like Xmases long long ago! -Are there any homebrew games in development that you are excited to play since we last spoke? I am excited to get my hands on Anguna: Scourge of the Goblin King. I was backer #1 for that baby! And I’ve said it before and I’ll say it again – Full Quiet and Orange Island. -If you could be recruited for the next licensed homebrew game based on another pillar of pop culture, what would you want it to be? Oh, that’s a good question but I think I’ll keep this one close to the chest. I wouldn’t want anyone beating me to the punch on an approachable license that I’m interested in. -I really appreciate you taking the time to talk with me and share your experiences. Is there anything else you would like to tell readers and fans? I would just like to say thanks to anyone that has supported, played, or helped spread the word about any project that I have been a part of. I really appreciate it. Fun fact: I put an Easter Egg in NEScape! that Kevin hasn’t found yet. Humanthomas @thehumanthomas -It’s great to interview you again! Last time we chatted about your work on Anguna Zero, now titled Anguna: Scourge of the Goblin King, and I’m excited to talk to you again. How have you been since we last chatted? I have been doing well! Mostly just trying to survive and do my part in finishing up Full Quiet. We are getting a lot of good feedback from early testers! -What is it like working on a game containing such cultural icons as the cast of Pawn Stars? Working on the Pawn Stars game was really fun. I never expected to get mail directly from the Gold & Silver Pawn Shop, but that was a nice perk of working with them. -Were you a fan of the show beforehand? Had you ever visited Rick Harrison's Gold & Silver Pawn Shop? I hadn't watched the show in quite a while before we started working on Chumlee's Adventure, but I made sure to tune in for our episode -Chumlee’s Adventure marks yet another licensed homebrew game, after Jay & Silent Bob: Mall Brawl. Does the homebrew scene feel different to you, as either someone who worked on this game, someone who composes for homebrew in general, or even as a player, as a result of these licensed, commissioned projects? I think it is awesome that NES homebrew is getting this level attention. Most folks probably don't even realize you can still turn on an NES, let alone develop for it. -Chumlee’s Adventure’s gameplay channels Kung Fu, a game I was addicted to as a kid. Was that a game you especially loved in the past? We had a copy of KUNG FU HEROES but not the original Kung Fu. So, I missed the boat until adulthood. Screenshot from Kung Fu Heroes -What was the working dynamic like in your collaboration with Kevin and Jon, as well as Chumlee and Blurry Sprites? Kevin and I already had a really solid working relationship going into this project. All super positive folks that get shit done!! -Did you have a different attitude toward creating music for Chumlee’s Adventure compared to previous projects? Does the experience of composing music for a game revolving around real people make a different atmosphere for your creative process? I think the most important thing for a game like this is context. This game doesn't take itself too seriously and is a pretty casual experience. I wanted to use the reference material of Kung Fu but add my style to it. I think that was achieved. -What new challenges or surprises surfaced in composing music for Chumlee’s Adventure? This was the first game that I used the DPCM Sample channel for. I had a friend record the "WORK!" sample that bosses scream at you... it turned out really funny. -There was a lot of buzz around Chumlee’s Adventure when it launched on Kickstarter. Before that, you were featured on a special episode of The Assembly Line celebrating your work. How does it feel to be regarded as one of THE go-to chiptune composers for homebrew? Recording that episode with Kevin and Beau was a blast. It is a great honor to be considered reliable and trustworthy to work with-- and will take this opportunity to inform your readers that my commissions are OPEN. I can write for other systems too! NES to Modern! Let's make a game! -Are there any other projects you have lined up on the horizon, NES or otherwise? Any dream projects? Currently I am focusing on finishing up Full Quiet with Retrotainment, I've picked up further responsibilities beyond just music for that game. Beyond that, I have some other commissions and some other projects that I might not be able to talk about. It’s just on the horizon! -Are there any homebrew games in development that you are excited to play since we last spoke? As a puzzle fan, I look forward to the final version of Witch n' Wiz. -If you could be recruited for the next licensed homebrew game based on another pillar of pop culture, what would you want it to be? My first reaction was Seinfeld but that seems like a creative dead end... then I thought Twin Peaks.. my brain is stuck in the early 90s apparently. -I really appreciate you taking the time to talk with me and share your experiences. Is there anything else you would like to tell readers and fans? Any time! Thank you for spreading the good word. I recently rewrote nearly all of the Full Quiet soundtrack, I am wondering if people would be interested in a cartridge release of what was originally intended to be the soundtrack? I don't want those to be lost forever. Let me know, folks! Conclusion: Thanks for tuning in to this latest episode of the series that takes deep dives into new homebrew games coming across the finish line that you ought to add to your collection. What are your thoughts on Chumlee’s Adventure: The Quest for Pinky and its veteran development team? What would you like the next licensed homebrew to be about? What homebrews are you eagerly looking forward to? Perhaps you’ll see it here soon when…A Homebrew Draws Near! Command?
  7. Hey everyone, I've launched my blog series A Homebrew Draws Near! It covers new homebrew games coming into existence, discussing their development, gameplay, and most importantly share fun stories from the development team! In addition to its place in the blog section of VGS, this thread will share links to each entry as it’s made and provide announcements for newer posts. I hope you enjoy it! Episode 1: Project Blue Episode 2: KUBO 3 Episode 3: Anguna Zero Episode 4: Trophy Episode 5: Rollie Episode 6: Jay & Silent Bob: Mall Brawl Episode 7: Quest Arrest Episode 8: The Assembly Line Episode 9: 8-Bit Xmas 2020 Episode 10: Space Raft Episode 11: From Below Episode 12: Yeah Yeah Beebiss II Episode 13: What Remains Episode 14: Doodle World Episode 15: The Curse of Illmoore Bay Episode 16: Eyra-The Crow Maiden Episode 17: Roniu's Tale Episode 18: Chumlee's Adventure: The Quest for Pinky
  8. I am surprised to see a copy of this go for that much. From what I recall, it had a custom mapper so it couldn't be dumped. Or the ROM isn't out there online to play. This game is definitely one of the better homebrew games for the NES developed. I think about 100 copies were made by 87Arts. The early copies were Limited Edition and you could opt for custom text. They also had a unique number coded on the title screen. https://www.ebay.com/itm/Star-keeper-nes-homebrew-game-nintendo-CIB-Complete-rare-tested-/254327462715?hash=item3b37191b3b%3Ag%3AL1EAAOSwC4FdUAdr&nma=true&si=ig6XI4XlG4Lr6Jb3x%2Fzi3vRSLOc%3D&orig_cvip=true&nordt=true&rt=nc&_trksid=p2047675.l2557
  9. I ported Locomalito's L'Abbaye des morts for the NES and now it's got a physical release thanks to Broke Studio. You have a chance to play it for the 1st time on your console or to play it again with that NES vibe we love. NES version: https://www.brokestudio.fr/product/labbaye-des-morts-nes/ FC version: https://www.brokestudio.fr/product/labbaye-des-morts-fc/
  10. A Homebrew Draws Near! A blog series by @Scrobins Episode 17: Roniu’s Tale Introduction: As kids, we dream of growing up to learn how to make our own version of those things that made our childhoods magical. For many of us, responsibility and practicality obscured those old ambitions. But for some the dream never faded, and in finding other like-minded children at heart with complimentary skills, they tapped into those good memories to cast new magic. Like the electric energy that glows around the spellcaster, the anticipation surrounding the launch of a new game is palpable. Will gamers flock to this latest title? Will their pledges bring them that same magical, nostalgic feeling that animated its creators? For this entry, I’m covering Roniu’s Tale, a top-down action puzzler for the NES developed by Kunjee Studio and published & distributed by Mega Cat Studios and DragonBox. As of the time of this writing, Roniu’s Tale is active now on Kickstarter here until September 16, 2021, and can be found on the Evercade Mega Cat Studios Collection 2 multigame cart available for pre-order here in advance of its August 27, 2021 release. Regular and Limited-Edition CIBs Development Team: Fábio Florêncio: producer Rafael Valle Barradas: game designer, artist, producer Diogo Bazante: music/composer Valdir Salgueiro: programmer Mega Cat Studios: publication & distribution DragonBox: distribution (EU) Mega Cat Studios Collection 2, featuring other homebrews for the NES, SNES, and Sega Genesis Game Evolution: The story behind Roniu’s Tale technically begins as far back as 2011, when the game was originally conceived as a mobile game. Ultimately that plan was discarded but the underlying elements remained, resurrected in 2019 with the formation of Kunjee Studio to develop Roniu’s Tale for the NES. Kunjee Studio’s people actually came together beforehand for a different project in 2013, when they were hired by Musigames. The group worked so well that getting the band back together for another project was a no-brainer. Roniu began building its hype slowly, launching a dedicated Instagram page and making its first post on March 4, 2020, and a sister Twitter page with its first tweet the next day. Gaining momentum, more concept art was shared alongside pixel art, gameplay screenshots and gifs, and music samples as the game steadily grew a following. A July 5, 2020 tweet advertised the formation of the development team more formally as Kunjee Studio, and made the first mention of their partnership with Mega Cat Studios, joining a community of brewers for whom Mega Cat helped with publication. Concept art of Roniu, impatient to be finished and become a real boy On August 17, 2021, Mega Cat Studios launched Roniu’s Tale’s Kickstarter campaign, meeting its initial fundraising goal of $10,000 in its first 6 hours! Backer tiers include an array of options for supporters, offering the game’s rom, a cart-only copy, a CIB, and a limited-edition light-up CIB with collectible box, which can come accompanied by other goodies bundled in, such as a digital/CD/vinyl soundtrack, posters, postcards, stickers, keychains, badges, artbook, comic book telling the game’s prologue, statue, and even the opportunity to have a custom pixel portrait made of you to include in the game’s credits. The campaign also presents a few stretch goals such as having Mega Cat learn magic and post a how-to video at $15,000, a second run of limited-edition carts at $25,000, and a Nintendo Switch port at $45,000. The campaign will continue until September, 16, 2021. Every fiber of my being screams letting cats learn magic is a horrible idea Gameplay Overview: Roniu’s Tale describes itself as a top-down puzzle game with action elements. You play as Roniu, a young magician bored with his life’s lack of excitement until he sees a strange light beyond the city walls. As Roniu jumps over the wall, he falls into a magical dungeon where he meets Ouisa, a ghost who died long ago when she too fell into the dungeon. She pleads for Roniu's help: if Roniu can collect all the orbs scattered throughout the dungeon, he will be granted a wish, one that might help them both escape. Your quest will lead you through the dungeon’s 43 levels, filled with ghosts and goblins determined to keep you prisoner forever. Screenshot from Roniu’s Tale Each level features a room Roniu must navigate, some of which contain the orbs necessary to make his ultimate wish, and the key to reach the next level. However as Roniu steps off each tile it disintegrates behind him into the void below, meaning his path must be carefully considered before taking each step. Meanwhile monsters and obstacles further complicate your planning, in addition to the occasional boss to really raise the stakes. As you progress, Ouisa will share her insights from her time in the dungeon, letting you know of the powers at your disposal and how to use them in your adventure. Roniu’s Tale also includes a password system, so if you are able to tear yourself away from the game you can revisit the world you left off on without losing your progress. Roniu’s Tale’s controls are easy to learn: move Roniu around with the d-pad, attack with the A button, and scroll through your powers with the B button. Roniu begins with the ability to shoot 3 fireballs that can vaporize monsters and break certain blocks. As you progress, Roniu will unlock new abilities such as levitation, turning into a ghost to pass through blocks, and use nearby tiles to fill a hole and create a new path. Some levels include scrolls that allow you to use a given ability more than you might otherwise, such as the ability to levitate twice as opposed to the single use you have to start with in each level. Writer’s Review: Roniu’s Tale is a charming puzzler whose simple gameplay and infectious soundtrack will make you forget you’ve been stuck on the same level for the past half hour. Channeling licensed era forebears such as Solomon’s Key/Fire ‘n Ice and The Adventures of Lolo, puzzle games are having a moment in homebrew right now, combining the cute, nostalgic atmosphere of beloved childhood games with challenges better suited to our now adult brains. Joining fellow homebrew games like Łukasz Kur & M-Tee’s Gruniożerca 3, Retroguru’s Xump 2, and Mega Cat Studios’ own Little Medusa, Roniu’s Tale offers a creative entry into the genre that will immerse players eager to see how far they can go before hitting their first wall. But the frustration is mild, as the game never feels unfair in its design. Each level feels like an accomplishment once beaten, with a strong sense of that all too familiar “just one more level” urge calling out to you. Screenshots from Gruniożerca 3 (NES), Xump 2 (Genesis), and Little Medusa (NES, SNES, and Genesis) Unlike Gruniożerca 3 and Xump 2, Roniu’s Tale includes moving enemies, meaning not only will you have to stop to ponder your next move, but you’ll have to be mindful where you can stop in order to take that breath. Also while you can use the d-pad to change which way Roniu faces if you want to turn to face a block, you cannot turn in place to face an enemy, meaning which way you want to face must also be incorporated into your strategy. At least there isn’t a time limit…right? The biggest challenge may come from a note on the game’s Kickstarter’s page, hinting that some levels may have more than one solution, promising to bring insanity to completionists who will feel compelled to find out which levels fall into that category, taunting them until they know for sure. The game’s art is classic 8-bit cute, where even the goblins could pass as collectible plushies. Across the pixel art, cutscenes, and box art, Roniu’s Tale conveys a fun, unintimidating, cartoony style that feels like the great games we loved from the licensed era. The soundtrack echoes the art’s lighthearted vibe, channeling the upbeat exploits of StarTropics and Kirby’s Adventure. After a few minutes enjoying the chiptunes on their own, I was ready to step outside in pursuit of my own adventure. Between the art and the music, the atmosphere of Roniu’s Tale reflects its protagonist: excited for adventure and without fear, hopeful of the fun that lies ahead. Focused more on its nostalgic charm and the feelings it evokes to carry the story forward from its premise through your imagination, this game is one you can lose yourself in, much like Roniu as he first leaps over the city walls. Just don’t call them cute to their face Interviews: Roniu’s Tale is a production of Kunjee Studio, which brings together a stacked team of indie gaming veterans from Brazil. I interviewed the folks at Kunjee Studio to learn more about the game’s history and development… Fábio Florêncio @faflorencio -Before we dive into Roniu’s Tale, I would love to talk about you and your background. What first inspired you to become a homebrewer and producer? What is your origin story and the story behind Kunjee Studio? Sure! To be fair, I spent most of my career working as a game designer because I loved to have ideas, create their structures, and see them come to fruition. I had the opportunity to explore different roles as a game tester, sound designer and game designer. This path wasn’t planned at all; probably it happened because I was curious about different things and had the opportunity to try things out. I noticed that I also liked to boost the team’s morale and would take pragmatic decisions to make things happen in a project. Many projects I participated in were drowned for a simple lack of prior planning, organization, and budgeting. This was when I shifted to become a game producer. However, by working in the game industry, you often see yourself working on a project that isn’t your passion, but you do because it is part of your job. I worked with Valdir, Rafael and Diogo previously in another company and our synergy was good. We would spend time together talking and playing retro games simply because it reminded us of our childhood time. I jumped late in Roniu’s Tale because the project was stalling for a long time and the team needed someone to find the rails once more. And it has been a really good experience to work again with good friends. -Who are your influences? And whose work are you watching closely now? Solomon’s Key and Solstice are the big influences for this game. As per life, I like to listen and read the Japanese game masterminds as Shigeru Miyamoto, Keiji Inafune, Tomonubu Itagaki, Satoru Iwata, Hideo Kojima and Koji Igarashi. I’ve been following closely some folks from Supergiant, Dotemu, Phobia, Moon Studios and Chucklefish. -In addition to your homebrewing, you are a game producer by profession, working with companies such as Sumo Digital, XR Games, and Rovio Entertainment Corporation, and have worked on games for franchises such as Sackboy, Angry Birds and Zombieland. In what ways is your professional work similar to or different compared to your indie work? To be honest, the work per se is the same, the scale changes drastically. As you add in complexity, resources and pressuring deadlines, the producer needs to have a good perspective of eventual problems and come with possible solution-scenarios beforehand. In a big or small project, the team needs to rely on someone to help them foresee eventual bottlenecks, resolve conflicts and structure(re-structure) the game. I understand, that on smaller projects it isn’t possible to have someone focused exclusively on it and some projects “survive” until the end, but that adds pressure on other members of the team that could be focused on their specialties. Screenshot from Zombieland VR: Headshot Fever by XR Games -Do you find your professional work informs your approach to homebrewing, or vice versa? It helps a lot, but the demands are different. Flexibility is required when doing homebrewing, having the plan reworked several times (the ego killer). -What was the working dynamic like across the development team and in your collaboration with Mega Cat Studios? How did you first connect with everyone? Before I joined the project, the team had a clear vision of what they wanted to deliver, and my role was mostly to clear the path to them. One initial clear problem we had was the language barrier: we aren’t native English speakers, and from the team, I was the one with more exposition to the language. Some messages exchanged with our friends from Mega Cat were lost in translation. My initial mission was to absorb, plan and deliver this communication that could serve for both listeners. Lucky enough, Mega Cat folks were super comprehensive and walked the extra mile with us. -With Roniu’s Tale, you’re working on a game for decades-old hardware. How does producing a game for the NES compare to your experiences producing games for more modern hardware? Nowadays, there are good practices, books, GDC talks, forums to learn about how to conduct well a game project in theory. From a production perspective, the odds are in our favor because the modus operandi was refined. Every platform from iOS to UE5 and from NES to VR, have their own limitations that need to previously be assessed and mitigated. -According to its Kickstarter page, Roniu’s Tale’s history actually begins in 2011 as a mobile game. What is the story behind the game’s evolution from a mobile game to an NES game? I wasn’t part of the project at this time, but for what I can tell, the team really had the desire to create a true retro game experience, and this would only be accomplished in a NES platform. -What new challenges or surprises surfaced in developing Roniu’s Tale as opposed to previous projects? What lessons did you learn that you would like to share with the people who aspire to follow in your footsteps? The hardware limitations are the elephant in the room that needs to be addressed. Only 4 audio tracks, there is memory space restriction, amount of objects per room, pixel count, color palette… all elements that are competing for attention in a pixelated thug-of-war that one will affect the other invariably. The team learned quickly about it and scored the most important elements in a table; then would be deducting from that as you ration food during a catastrophe. Limitation normally teaches us important lessons to keep only the essential there, leaving few spaces for polish. I guess this is one of the difficulties to develop games for retro consoles: find the fun with so few variables. This is almost a game jam exercise. In modern games, you can continue pilling up more game modes, more levels, cutscenes, narrative, pour more money, etc. to try to salvage the game. Retro game is the opposite works in a deductive synthesis matter. -Are there any other projects you have lined up on the horizon? Any dream projects? In many aspects Roniu’s Tale is already a dream project for everyone. Obviously, we have dreams, ideas and a good friendship to cultivate new projects, but for now I would rather conceive well this game. -Are there any homebrew games in development that you are excited to play? Sure: The Adventures of Panzer, Lawless Legends, Carpet Shark and Retro League GX. Screenshot from The Adventures of Panzer by Dave Nemeth -I really appreciate you taking the time to talk with me and share your experiences. Is there anything else you would like to tell readers and fans? As Satoru Iwata said in at GDC 2011: “Trust your passion. Believe in your dream. Make the impossible possible.” Rafael Valle Barradas @rvbns -Before we dive into Roniu’s Tale, I would love to talk about you and your background. What first inspired you to become a homebrewer and artist? What is your origin story, and what is the origin of Kunjee Studio? I grew up with an Atari and then an NES, I always liked creating stories and drawing. In 1999 I started working professionally as a 2d animator and illustrator, but I soon realized that my other passion was creating and developing games. In 2004 I started working with games, working with several companies such as Preloud, C.E.S.A.R in Recife, Daccord / Musigames...In 2019 I decided to create a game studio, so I called my closest friends who also have experience with game development... Diogo Bazante, Evandro Lins, Cristiano Santana and Fabio Florêncio. In parallel I was talking to Valdir Salgueiro, a friend of years who had started a project with me in 2011 for Android (Roniu's Tale), but we decided to cancel due to lack of time. Musigames, where it all began… Years later Valdir and I decided to come back with the project. We decided to make the new version of Roniu's Tale for the NES, because of the challenge and affection we feel for the 8-bit Nintendo console. Diogo Bazante da Kunjee joined the project to compose and produce the songs in 8 bits. I rethought the whole game, took my initial idea and adapted it and turned it into a NES game. Valdir had to learn to program for the NES, and with a lot of speed he managed to make the game come to life quickly. Later we needed to associate the game with a group name, and Kunjee's name seemed appropriate, so we've attached the project to Kunjee Studio and now we're pretty close to completion. We have other projects in parallel and pre-production and others in conception, we are happy with the Kunjee and Mega Cat partnership and we are rooting for the Kickstarter to be a success. -Who are your influences? And whose work are you watching closely now? My main influences are some NES games: -Solomon's Key -Solstice -Little Nemo -Gauntlet -Gremlins 2 I'm not following a specific job closely, but I'm always impressed by the technical demonstrations for the NES that people post on Twitter, like Matt Hughson's Witch n’ Wiz. -Do you feel that your art has any qualities that are uniquely you? How would you describe your aesthetic? I believe so. Despite being influenced by Japanese style, I believe my style is a mix of manga and European children's drawing style. -Have you noticed any changes in your style or game development preferences over the years? I was more careful of what the public wants. I listen more to people's opinions, but without letting the main idea of the game be changed. -What tools do you use to create your art? I sometimes use pen and paper for initial concepts. Later… Photoshop, Krita, and the Aseprite. -In your opinion, what makes good pixel and game art stand out? -Clean trace -Color palette that's nice, but it's important to choose colors that make the player stand out from the BG. -All elements in the games must belong to the same style, same artistic identity. -Tell me about the development of the art you created for the game, what is your composition process? My process is: -Sketch on paper (preferably listening to music); -Mockup in Photoshop, Krita or Aseprite... several tests are made with colors; -Production of assets and compatibility testing with specific tool for NES "makechr.exe" -How did you first connect with Mega Cat Studios? It was a coincidence. Valdir had started an old project with Mega Cat that didn't progress, and just when we were starting pre-production on Roniu, James contacted Valdir asking about the news. It was great, we took the opportunity to talk about Roniu’s Tale and from this first contact with him, the partnership grew. -How did your relationship with the other members of Kunjee Studio come about? We were hired by the same game company (Musigames) in 2013, we became close friends and never stopped talking. In 2019, they were the first people I thought of calling to create Kunjee Studio. -What was the working dynamic like in your development of Roniu’s Tale? It's been very nice. Everyone is very proactive. -Valdir is a very experienced and talented programmer, he can solve bugs quickly and create solutions. -Diogo Bazante is one of the best game composers I know, Diogo learned and mastered the FamiTracker, creating the beautiful music of Roniu's Tale. -Fábio Florêncio is an experienced producer who advised us and gave us valuable ideas for the group. I believe we are on the same wavelength and that's great. -Ever since my first episode, M-Tee planted this idea in my mind that a game’s protagonist serves as the player's point of immersion in the game, informing how we understand the game's world. I also believe that the protagonist’s design serves as a reflection of its designer. What was the intention behind the design of Roniu, and do you see aspects of yourself in him? Sometimes we find ourselves imagining fantasy worlds, dungeon adventures, monsters etc. Roniu is tired of the routine and wants a change in his life, something that makes him feel alive, something that makes him grow and feel that he has done something important. I believe most people have this feeling, and I'm no different from them, hahaha -What new challenges or surprises surfaced in working on Roniu’s Tale? What lessons did you learn that you would like to share with the people who aspire to follow in your footsteps? First: Whenever you think the NES is limited think again, hahaha. We have to be very careful all the time with any modification we are going to make to the game. At Roniu's Tale I learned how difficult it is to develop something for a school from the 80's, I learned to give MUCH more value to games developed at that time. If anyone reading my answer is thinking about developing a game for the NES or other 8-bit console... For your first game keep in mind that the most important thing is to make the game visually pleasing, mechanical minimalist and make game elements easily recognizable. -What aspects of Roniu’s Tale are you most proud of? The mechanics and gameplay. The idea of walking and not being able to go back is something I don't remember seeing as the main core of another game. I think it's fun and appropriate for a puzzle game. -Are there any other projects you have lined up on the horizon? Any dream projects? Roniu's Tale is part of this dream, it has always been a dream to develop a game for the NES. Besides Roniu's Tale we have "Go Mikura Go!" which is being developed in 3D, but the game had to be restarted, we are starting from scratch. A collection of mini-games and a sequel to Roniu's Tale are in the future. Screenshot from Go Mikura Go, another game in development from Kunjee Studio -Are there any homebrew games in development that you are excited to play? Yes -Witch n’ Wiz by Matt Hughson -Super Bat Puncher from Morphcat (published by Broke Studio). -I really appreciate you taking the time to talk with me and share your experiences. Is there anything else you would like to tell readers and fans? Thanks to the followers and supporters, THANK YOU SO MUCH! Keep supporting us, I guarantee that the full version of Roniu's Tale will challenge your minds and entertain for hours. Thanks and have fun playing!!! Diogo Bazante @DiogoBazante -Before we dive into Roniu’s Tale, I would love to talk about you and your background. What first inspired you to be a musician? What led you to compose music for homebrew games? What is your origin story? Since I was a child, I was astonished by video game soundtracks such as Sonic the Hedgehog, Alex Kidd and Zelda DX Awakening. One day, though, I saw for the first time the Sega Saturn console with Nights Into Dreams and I got shocked for a few minutes, facing the TV with no reaction, hearing those fresh chords and magical atmosphere. At that moment, at the age of 10, I decided to become a musician just to feel that exact same excitement, but playing the keyboard instead of playing a video game. I have just kept studying and playing the keyboard with no expectations of working professionally with video games consoles until then when I noticed, at the university, that I was known in the hallways for the game songs I used to play through the class breaks. This fact made me meet some friends who were a bridge to my first job. Since then (in 2008) and so far, I have worked professionally in the gaming industry. -Who are your influences? And whose work are you watching closely now? In the very beginning I was mainly inclined to hear Sega’s composers such as Masato Nakamura, Jun Senoue and Yuzo Koshiro. After that I got to know other composers such as Koji Kondo, Manami Matsumae and Barry Leitch (from Top Gear). Those are the biggest musical influences in my career. Nowadays I am watching carefully (and playing) the Zelda’s DX Awakening, remade to the Nintendo Switch and Sonic Mania. Koji Kondo -Do you feel that your music has any qualities that are quintessentially you? How would you describe your aesthetic? Has your style changed or evolved since you first became a songwriter for game music in 2008? If we think about music as a nonverbal language, I can surely say that I am talking directly to the gamers (what an honor!). My musical style always seeks for simplicity but it is, most of the time, hard to achieve. Even if I feel that I have evolved my skills among the years, my journey, although, keeps going on. I am always trying to create memorable melodies that a person could easily whistle it. -Tell me about the development of Roniu’s Tale’s soundtrack, what is your composition process? Is the creative process different compared to when you might compose more traditional music? The Roniu’s Tale soundtrack was especially difficult. I have had experiences with chiptune in general, but this time I was focusing my attention not only on the songs, but also on the small storage space. In the end of the process, I had all the songs but no space remaining! So, I spent a lot of time trying to save some bytes to keep all the songs with no alterations in the melody and the harmony. Happily, my mission was fully succeeded! -What tools do you use to compose, generally as well as for games? Usually I use the keyboard and a tracker to sequence the songs. Sometimes I take a notebook to write my ideas or even a digital recorder (to sing some initial melodies and remember them afterwards). -Do you feel your work as a professor at the Pernambuco Conservatory of Music, where you teach Applied Theory and Harmony classes, as well as Musical Initiation informs your approach to game music composition, or perhaps your video game work informs your teaching? Working with kids demands us to be creative at all times. As a teacher I have to be prepared for uncommon questions and situations. This flexibility helped me so much to think outside the box anytime I was limited by technical questions. -Tell me about the evolution of Roniu’s Tale. Any interesting stories on the games’ development? In the beginning of the project, I honestly did not know anything about music programming for NES. My first song created took almost 50% from the dedicated space storage for songs. Months later, after readjustments, the same song got 9%. What a relief! -How did your relationship with the other members of Kunjee Studio come about? We have been friends for years. Our group has met in my first job, where I was sound designer in 2011, but the concept of Kunjee Studio has begun at my wedding! -What was the working dynamic like in your development of Roniu’s Tale? As friends and professionals, we were free to create and suggest new ideas. Most of the project development was made in our free time. -What new challenges or surprises surfaced in developing Roniu’s Tale? What lessons did you learn that you would like to share with the people who aspire to follow in your footsteps? Roniu’s tale was completely developed in the pandemic. This project was like a refill to my energies and it proves that, even in times of difficulties, we are strong enough to move forward. It also proved that we can have fun working, despite the challenges. -What aspects of Roniu’s Tale are you most proud of? The game is well polished and every aspect of the game (code, art and sounds) are working together harmonically. -Are there any other projects you have lined up on the horizon? Any dream projects? I would like to develop a game for Sega Genesis. It probably will be tricky, but a worthy experience. I also would like to do a Nintendo Switch game. -Are there any homebrew games in development that you are excited to play? There is a Brazilian game called Odallus that I stayed tuned since the first release note. Screenshot from Odallus: The Dark Call by JoyMasher -I really appreciate you taking the time to talk with me and share your experiences. Is there anything else you would like to tell readers and fans? I hope all of you enjoy the game. We have put so much effort and love in every single byte of this project and the songs were made to be catchy and planned to bring the 80’s fresh mood back. We are also glad to share our dreams with you, proudly represented by the name of Roniu’s Tale. Thank you so much! Valdir Salgueiro @valdirsalgueiro -Before we dive into Roniu’s Tale, I would love to talk about you and your background. What first inspired you to become a homebrewer? What is your origin story? I always wanted to try new things and someday I found some homebrew games that were done for Gameboy Advance and that intrigued me. Since I was young I liked Gameboy and Gameboy Advance and used to play a lot of Gameboy games so I was curious to know how somebody could make a game for a console without Nintendo’s blessing. After that I saw some guy working on what turned out to be Tanglewood for Sega Genesis and I was interested again because it was said that it needed actual SDK from Nintendo - this information proved to be optional - but that caught my attention because the labor involved was very intensive and you had to go out to buy manuals and all that stuff. Nowadays I know it is entirely optional and we have great communities like NESDev and Discord for those who want to adventure in the field. -Who are your influences? And whose work are you watching closely now? For Sega Genesis my influence was Matt Phillips with Tanglewood that led me to know the homebrew scene more closely. Also there was a guy called djcc that did some games for Mega Drive like Pingouin Rose and was very kind to release the game source, it was one of the most advanced games made in C available at the time it was released, back in 2014. Looking on his source I had a lot of insights of how to organize my homebrew code in a way to be performatic and still have a kind of higher abstraction even for old consoles (a lot of modern techniques can’t be applied without penalties in software like this) so it was mind blowing at time, he made also a kind of level generator in Python which inspired me to make my own tools later on for graphics and level processing in nodejs. Screenshot from Pingouin Rose by djcouchycouch About NES I read a lot on nesdoug tutorials for programming with C and that got me going fast. Nowadays the community evolved a lot and it is hard to keep track of all games that are released, I keep a close eye to the NESmaker forum because there is always good content there and I love the creativity of some people from there, I also used to keep tabs with NESDev but it has been offline for some time… I also follow some people on Twitter like FrankenGFX and her work with the NES is from another world, I think we can always expect good things from her. I also love Morphcat Games and try to watch everything they do closely - if you guys are reading this please make sure to make Super Bat Puncher 2 -How would you describe your design aesthetic, and what to you are the hallmarks of a Valdir Salgueiro game? Hmmm this is a tough one. I only try to make my games fun, games that I as a kid would try to beat. Also hopefully games that can bring a smile to someone's face when they are playing. I think that us as indie developers have a great power in our hands so that we can make games that we truly enjoy and want people to play without having to worry about financial success too much. -What tools do you use to code and create? For NES homebrewing I like to go with C because it is what I found to work at the higher level possible without sacrificing too much performance and of course some 6502 mixed here and there on critical tasks like sprites and so on. For level building I use tiled and some personal tools built on nodejs. Aseprite to do some touches on art if needed and VSCODE as my IDE. -In addition to your homebrewing, you are a software engineer by profession. In what ways is your professional work similar to or different compared to your indie/homebrew work? I think it is very different and at the same time I can reuse some skills like the use of time boxing, control of scope and time management in general. I always try to produce quality code even though it is hard when you can't use oriented programming or at least it is prohibitively computational expensive. I also try to follow universal programming principles like SOLID and clean code in general even in homebrew if I can. I also can borrow knowledge about source code management with tools like git, working remotely with other people and so on. And on the other hand I work with business software in my day to day, so homebrewing is a way to have fun doing the same craft. -Do you find your professional work informs your approach to homebrewing, or vice versa? Oh yes of the reasons I stated above I think there are a lot of things you can use in both worlds like task management on Trello, collaborative work, making sure everyone is comfortable with the game production pipeline and tools and so on. -How did your relationship with the other members of Kunjee Studio come about? I’ve known Diogo a long time. We met at some game jams. He used to produce music for everybody in the game jams, very generous. At first I thought he wouldn't want to work with homebrew but I’m glad he did give it a try! About Rafael we used to work close to each other, he is also very famous with his work on Little Prince drawings Some years ago we went to make Roniu for mobile. For some reasons we did not proceed with the project. Later on, I said I was working in some homebrew project and asked him if he wanted to partake in the adventure. He suggested we go back to Roniu’s idea and make it work on NES From there on I worked on creating an engine around it and building the game. I worked with Fabio at a local company here in Recife and he was very active in the local game jams too! Unfortunately for me and fortunately for his career he left Brazil and now is working abroad so we can only keep in touch online nowadays -What was the working dynamic like in the development of Roniu’s Tale? Even though we live in the same city or at least surroundings we did everything remotely. We used git and Rafael is used to working with teams so it was easy to organize what we needed regarding art etc. Diogo also learned FamiTracker very fast so it was easy for him to get it going. -What new challenges or surprises surfaced in working on the game? What lessons did you learn that you would like to share with the people who aspire to follow in your footsteps? I think available space is a constant fight when developing for the NES. I used to joke that we spend more time removing things than doing them when developing for the NES. My advice is to get used to the system you plan to develop for and do something you enjoy doing and that will show up at the end result. -There has been a lot of support and enthusiasm for Roniu’s Tale in the leadup to its Kickstarter campaign, thanks to Kunjee Studio and Mega Cat Studio’s promotional work. How does it feel to see so many people excited to play your game? I am very grateful for the support! I hope we can meet the expectations and even surpass it -What aspects of Roniu’s Tale are you most proud of? I am very proud of some of the tools we developed to improve game development speed. Too bad they are mostly useful only to myself I plan to someday organize and release at least some of them. We have made scripts to parse maps from tiled direct into levels with enemy data, keys and orbs. I am especially proud of the “sprite parser”, since it made the pipeline more similar to something like say “unity3d”. We work with PNGs and use tools to validate and extract metadata information that is useful to NES automatically. This way Rafael can use his preferred tools like photoshop or Aseprite. There is also a cutscene parser where you input the music, text and which level it will appear and it compiles to C headers and you can build the game and test after a change, very useful. Also all the images are compressed to LZSS and nametable data is RLE’d so we can get around 7 cutscenes for each bank. I like to make tools that abstract complexity from the underlying architecture, and I think with Roniu we achieved a lot in this way increasing team productivity. -You also worked on Tapeworm Disco Puzzle with Lowtek Games and your own Wolf Spirit, how do those experiences compare with your work on Roniu’s Tale? Most of the code and tools end up being shared by these games and consequently all the improvements can be brought later on to other projects. For example, in Tapeworm I had to make all the level creation automatic so that Wallaster (the game designer) could work on new puzzles all by himself without me needing to interfere. This was an improvement since on Roniu there were still some tweaks here and there that had to be done to integrate to the game. For Wolf Spirit I tried to perfect sprite importing since in that game it’s very important to many tests with player attacks. We did many interactions until finding the perfect balance between number of sprites versus player movement detail. Screenshot from Wolf Spirit by Valdir Salgueiro -Are there any other projects you have lined up on the horizon? Any dream projects? I have some projects that I want to do but my focus is to finish what I started first it is very easy to get lost in new projects so I prioritize getting those done first, but dreaming is free so why not With that being said, we (me and Lowtek) want to make another sequel for Tapeworm, maybe another genre, not sure about it yet! -Are there any homebrew games in development that you are excited to play? Project Borscht and Full Quiet. Both for NES. Screenshot from Full Quiet by Retrotainment Games -I really appreciate you taking the time to talk with me and share your experiences. Is there anything else you would like to tell readers and fans? I really hope that you enjoy Roniu’s Tale. There is a great adventure coming on your way and I can assure it will be very rewarding to those who make it past the end Conclusion: Thanks for tuning in to this latest episode of the series that highlights the most promising homebrew games coming across the finish line and shares the stories behind them. What are your thoughts on Roniu’s Tale and its talented development team? Will you back them on Kickstarter while you still can? What homebrews are you eagerly looking forward to? Perhaps you’ll see it here soon when…A Homebrew Draws Near! Command?
  11. A Homebrew Draws Near! A blog series by @Scrobins Episode 16: Eyra-The Crow Maiden Introduction: Developing and releasing a single homebrew game is an immense undertaking. It’s no wonder some brewers either work on one project at a time or chip away at multiple projects over a long span of time. Or if you’re Second Dimension, you assemble three separate dream teams to develop a game for three different consoles and release them almost simultaneous to another game they developed. Fortune truly favors the bold. For this entry, I’m concluding my 2-part series on Second Dimension, highlighting Eyra-The Crow Maiden, a sword and sorcery action platformer for the NES, SNES, AND Sega Genesis/Mega Drive. As of the time of this writing, the cartridge release for the NES version has been fulfilled for Kickstarter backers, and the 16-bit versions continue to progress in development. You can order/pre-order the cartridge releases or the digital files for the NES release here, the SNES release here, and the Genesis release here. Development Team: NES: Adam Welch: project lead, story Jav Leal de Freitas: graphics, story @Vectrex28(Antoine Fantys): programming @Famicuber(Myles Davidson): music SNES: Adam Welch: project lead, story Jav Leal de Freitas: graphics, story Alek Maul: programming Sebastian Abreu: music Genesis: Adam Welch: project lead, programming, story Jav Leal de Freitas: graphics, story Sebastian Abreu: music All 3: Jav Leal de Freitas: case art (regular & deluxe editions) Luis Martins: case art (limited edition) NES CIB Game Evolution: As Second Dimension continued its work on The Curse of Illmoore Bay, it began teasing another game: Eyra-The Crow Maiden. The Kickstarter campaign for Eyra launched on February 15, 2020. Like Illmoore, Eyra met its initial funding goal in its first 24 hours. By the time the campaign concluded, 435 backers had pledged more than $32,500, smashing several stretch goals. Although the original Kickstarter revolved around the NES game alone, unlocked stretch goals expanded the campaign’s scope to include development of Eyra for the SNES and Sega Genesis. Additional stretch goals brought in extra levels, power-ups, and promised a vehicle stage for the 16-bit versions of the game. Backers were presented with a wide variety of tiers, featuring no less than 40 options. At their center, the available backer tiers included digital, cart only, standard edition CIBs, deluxe edition CIBs (which included accessories with the game), and limited edition CIBs (featuring translucent carts with LEDs embedded within) for each version of the game across the NES, SNES, and Genesis, and every conceivable bundled combination between them. As an extra special option there was a Super Tribe/Mega Tribe tier that offered to include backers’ names and faces in the SNES or Genesis versions respectively. Screenshot from Eyra-The Crow Maiden (NES) Gameplay Overview: Eyra-The Crow Maiden describes itself as a swords & sorcery action platformer. You play as Eyra, a young priestess of the jungle dwelling Koruhaurus. Your people enjoyed an era of peace until the Infernal Marauder abducted your tribe’s warriors in order to transform them into his own dark army by way of ancient, forbidden magic. You must journey across the world with your trained crow, Nunkamah to defeat this evil and rescue your people. Gameplay consists of tried and true platforming as you fight monsters and avoid obstacles while rescuing your kidnapped kinfolk scattered across each stage. For now I’ll stick to discussing the NES game’s controls, where you can expect the A button to jump and B button to attack. The D-pad will move you around while pushing down allows you to duck. You can attack with Nunkamah by pushing the B button and up on the D-pad simultaneously, which is extremely helpful when you need to fight from a place of cover. Be mindful though that Nunkamah, like our own real-world animal sidekicks, won’t do your bidding for nothing, so don’t count on a crow charge attack if you don’t have any more crow treats on hand. My cat is the same way, even when she does get treats You’ll find plenty of crow food laying around levels in addition to some meat to boost your own health. Coins will boost your point total for all you hi-scorers out there. And watch out for weapon upgrades hidden through the level; but beware that if you can’t hack it with better blades and instead get cut yourself, your weapon will get downgraded in addition to you taking damage. Writer’s Review: Like The Curse of Illmoore Bay, Eyra-The Crow Maiden is a game simple in design, but rich in execution. Learning how to play is easy but playing well is a taller order. The first enemies lure you into thinking the game is a cakewalk, providing a good tutorial to ground you in its gameplay. But once you encounter the Acolytes and their magic projectiles or the Woken Souls who seem to hover right over the platform you need to jump to next, you realize careful timing and second guessing every jump is essential to defeating them without taking damage. And yet each level’s design feels carefully crafted to be fair enough that you will keep blaming yourself instead of the developers every time you die. My only criticism of the gameplay would be that on platforms near the top of the screen, your jump is diminished as you bump up against the game’s HUD display, making it more difficult to move around on higher planes. Graphically, Eyra is a colorful delight between the animated sprites and lush backgrounds that seems to push what the NES is capable of. The dev team may not be thrilled that the first word that comes to my mind when describing their hearty swords & sorcery game’s color palette is “sherbet”, but I love love LOVE to see something this different and beautiful in a new game. I’m reminded of the backgrounds for Tanglewood, one of the most beautiful homebrews for the Genesis, which could have sold prints of its backgrounds on Etsy, and I would buy them in a heartbeat. I feel the same way about Eyra’s graphics, so bold and beautiful that I might come back to play again and again just to progress and see what the next level looks like. Meanwhile Eyra’s music channels a classic 80s vibe that reminds me of the kind of adventure platformers I could sink into for hours on end. The soundtrack Eyra most reminds me of is James Bond Jr. for the NES, with a sense of ongoing adventure as if the music itself were cheering me on as a supporting sidekick (which makes sense given Famicuber’s admiration for Neil Baldwin). What is also interesting to me, and I don’t think I’ve noticed this in other games, is that the game’s sound effects, from taking damage to freeing one of your captured warriors, seem to mesh well with the game’s music. These sounds are not merely functional from a gameplay perspective, but in fact contribute to the soundtrack. This to me reinforces my earlier impression that the music in Eyra is a supporting character with sound effects joining the music to urge you on and confirm you are killing it with this game. Even though the 16-bit Eyra’s remain on their quest to finish development, the teasers posted so far show these games are hardly just upscaled carbon copies of its NES sister, but lush adventures and experiences in their own right that can be genuinely considered as separate games. Screenshot from Eyra-The Crow Maiden (Genesis) Interviews: Interviewing the development teams for three iterations of a game across multiple consoles can seem like a daunting task, but fortunately I was able to chat with Adam, Jav, and Sebastian about Eyra when I interviewed them about The Curse of Illmoore Bay. For their stories about both games, you can read their interviews here. For the second half of my interviews with more of the talented folks behind Eyra, keep on reading! FG Software/Vectrex28 @FG_Software -Before we dive into Eyra-The Crow Maiden, I would love to talk about you and your background. What first inspired you to become a homebrewer? What is the origin story of FG Software/Vectrex28? I've had an interest in retro gaming ever since I was a kid. I grew up in the early 2000's so obviously, the NES was way before my time. However, I used to have the Mario remakes on the Game Boy Advance which probably ignited this passion for older games inside of me. Later, after getting some pieces of retro hardware, my desire to actually make something on retro platforms was sparked by my first discovery of the Commodore 64 and its BASIC prompt. Unknowingly, while thinking it was very funny to print offensive words on the screen in various ways, I was learning how to program. Around the same time, I also got into ROMhacking, and, being in my teens, the results were full of lowbrow humour as well. Those two hobbies ended up colliding when I found out about the Nerdy Nights, and that's where I realized I could create new games to draw dicks on! So, because I thought it would be fun, I ended up porting one of the risqué Atari games to the NES (Beat 'em and Eat 'em), and ever since making that mess I wanted to make more, and that's where we are today! Oh, and don't worry, I grew out of doing it just to draw dicks in a creative way........ Mostly Screenshot from Beat ‘Em for NES -What is the significance of the FG Software/Vectrex28 usernames that you use on VGS and elsewhere? Vectrex28? I just love the Vectrex, and 28 has always been my lucky number. As for FG, it just stands for *my family name* + Games, so F[*****] Games Pretty creative, I know -Who are your influences? And whose work are you watching closely now? My influences, at least in the overall mood of my games, are late 90's European microcomputer games (Amiga mostly). I just love that style! Sensible Software is a big influence, Henk Nieborg is another one, in terms of graphics at least. He's doing graphics for Bitmap Bureau nowadays, which coincidentally made my favourite Mega Drive game, Xeno Crisis. I'm quite excited for their next game, which was Henk's passion project. Henk Neiborg -You have developed several homebrew games for the NES such UXO, Rekt, Saturn Smash, and Brony Blaster. In developing your games would you say they have any qualities that seem quintessentially you that you have maintained across games? How would you describe your aesthetic? I’m in love with the neon retro font you’ve developed. Hm, I think that would be just having fun with creating these games, and making what I want to make. These games may not have the quality of many of the games from back in the day, but I'm having great fun making them, and trying to make the coding and graphics better with every game. The aesthetic is definitely inspired by this 90's Amiga style I mentioned earlier, and the demoscene in general. -You have been programming for several years, do you feel your approach to homebrewing has changed in that time? Not really, I've always done this for fun and wouldn't want this otherwise. Obviously the quality has improved over the years, but my core approach to making homebrew games always was to do it as a fun little hobby of mine really. -What tools do you use to code? Nothing fancy. All I need is Notepad to write the code, a tile editor like TileMolester, and an emulator like FCEUX. Everything else I make myself (Stuff like level editors and the like). -Do you have a different approach/attitude toward the games you work on by yourself compared to those you are commissioned to work on? Is the experience of developing them different? I'd say the experience is slightly different, but not that much. On my own games, I'm basically a one-man team, but for a commissioned project, I gotta work with a team. So far, my teams have all been fantastic (Well partly because I only really do this for people I know :P) and all I want is that me and the commissioning team share a common vision for the project. -Tell me about the evolution of Eyra-The Crow Maiden. Any interesting stories on the game’s development for the NES? The evolution was pretty straightforward. It started out as a concept over at Second Dimension, then I made tools for it and started making the whole engine. When that was complete, it was time for polishing and bugfixing the game. Just a smooth development cycle really. I think the funniest story was when Adam launched the Kickstarted a day early and I had to scramble to have a decently playable demo hahaha! -How did you first connect with Adam and Second Dimension, and what is the working dynamic like as you both work on your respective aspects of the game? I had known Adam since the NintendoAge days, having been a regular in his tinychat that NA members used to go to before the advent of Discord (Gosh that feels like such a long time ago hahaha). But as far as homebrews go, it all started when I was looking for a publisher for Family Picross, a little Picross game I made for the NES. Adam bought the game from me and he released it. Screenshot from Family Picross for NES Later, he was looking for an NES programmer for a commission project, so he hit me up and the rest is history! As far as the working dynamic went, Adam was the project director/supervisor, while everyone worked on their respective tasks. Then Famicuber and Jav would share their progress on the game's development Discord, and I would implement their work in the ROM. -What new challenges or surprises surfaced in developing Eyra-The Crow Maiden for the NES? What lessons did you learn that you would like to share with the people who aspire to follow in your footsteps? Challenges? Probably knowing that I had to finish the game since people already spent real money for the game, meaning I had a commitment to finishing the game, haha. Also, the mapper we were targeting (or rather the lack thereof) meant I had to be careful with ROM usage, as the whole game had to fit in 40KB or ROM! As for the lessons I learned, I'd say that having a team to provide feedback as the game was being made really helps when making a game! -What aspects of Eyra-The Crow Maiden are you most proud of? Putting so much content in an NROM game, definitely. I managed to find creative ways to compress such a sophisticated game (for NROM at least) into such a small ROM. I've also managed to work on some compression schemes outside of level data, such as palette data, enemy metasprites, and text data among others. -There is a lot of buzz around other projects you are working on: Space Soviets and Raycaster. How are those progressing? Are there any other projects you have lined up on the horizon, NES or otherwise? The raycaster was supposed to be a "because I can" thing where I wanted to see if it was possible to make a decent raycasting engine on the NES. Well it ended up blowing up on Twitter so I just had to make a little game with it, which culminated in a little proof of concept (which I also used as this year's April Fools' game) called Los... I mean Horror Hospital. I've since written a thread on it on Twitter which has a lot of details about the making of the game :). I might use the engine again in the future, but for now I want to focus on Space Soviets. Screenshot from Space Soviets for NES Speaking of Space Soviets, now that I'm done with my April Fools' raycaster project, I'm once again focusing my attention on it. I'm currently working on a new level for it. I'm almost done with all of the tilesets I need for it, and most of what I need to do now is adding levels, enemies, and bosses. The engines themselves only need bugfixing and polishing really... So yeah, I think it's progressing quite smoothly As for projects on the horizon, I want to make a Metroidvania on the PC Engine/Turbografx-16 once I'm done with Space Soviets. I'm doodling some art assets for it every once in a while, and I just really want to make a game for this console I fell in love with as I started living most of my life in Japan. -I remember you also developed a Nintendo-themed homebrew of Deal or No Deal. Have you thought about reviving that project with homebrew characters similar to how Super Homebrew War used homebrew characters for its take on the Smash series? Oh, that game haha. It's the second game I ever made, and quite frankly, it kinda sucks. The concept just doesn't work all that well as a game. That one is definitely canned I'd say, unless someone sends me Magical Chase and Coryoon for the PC Engine or something -Are there any homebrew games in development that you are excited to play? As I mentioned before, Bitmap Bureau's next Mega Drive release! I'm excited to see what they'll cook up this time! -I really appreciate you taking the time to talk with me and share your experiences. Is there anything else you would like to tell readers and fans? Stay awesome, and keep retro alive by supporting your favourite homebrew creators Peace! Famicuber @Famicuber -Before we dive into Eyra-The Crow Maiden, I would love to talk about you and your background. What first inspired you to be a musician? What led you to compose music for homebrew games? What is the origin story of Famicuber? My father was also a musician and a guitarist back in his day, when I was young, he would teach me how to play piano and let me play some of his guitars he has, I also attended some music lessons when I was in high school. Truth be told, I was always more intrigued by the sound of 8-bit consoles and computers than musical instruments, even at a young age. More often, I would mess around with music tracker programs that emulate certain sound chips and make either original tracks or covers from games or cartoons in my free time. When I started using the "Famicuber" name back in 2013, I was originally going to make gaming reviews that's all over on YouTube, but that never surfaced beyond some scripts which I still had lying around. I then tried doing flash animations which never really went anywhere and wasn't really proud of them looking back. Eventually I've lost interest in making animations, stopped caring about YouTube and started focusing entirely on making games. When I started making games at age 14, I wanted to make games for older platforms like NES and wondered if such a thing was possible, that's when I discovered NintendoAge and its Nerdy Nights tutorials upon researching. It took me a few years to learn how opcodes, assembly, compiling, or even just coding in a text editor worked, because my only experience with game development prior was with Game Maker, I would eventually make my first and very simple NES game from these tutorials which was "Rookie Egg Jugglers". Screenshot from Rookie Egg Jugglers for NES Around 2018, when I was looking for some work, I figured I could do some music commissions for NES programmers as well and around that time, Vectrex28/FG Software was looking for a musician for Space Soviets. So I messaged him and asked if I could do some tracks for it, he responded that he already got someone for it but told me to send him some sample tracks for future projects, so I did and he was impressed with the work I've done. When he released a demo of Family Picross, I messaged him again with feedback of the game along with a minor nudge, opening to do some music work, this time he asked me to make a track that fits with the chill theme of the game. So I made a demo track (which would be Music A in the final game), converted to the sound engine as requested and made a test ROM out of it, he loved it and asked me to make a couple of more tracks for it, and that's how I got my start in composing music for projects. -What is the significance of the Famicuber name? It's just a dumb mashup of my two favourite Nintendo consoles with an extra "r" I came up with when I was 12/13, there's no real significance behind it, haha. -Who are your influences? And whose work are you watching closely now? The biggest would be just about every British/European composer from the ZX Spectrum and C64 scene in the 80's, whichever one comes to your head is likely on my list. NES Sunsoft games are another massive influence with not just its use of DPCM bass samples but just kickass tracks in general... and sometimes a bit of Marshall Parker just for a laugh, haha. Honestly, I listen to so much game music that the work I watch or listen changes all the time. One day I could be heavily listening to NES music by Neil Baldwin, then SMS music by Matt Furniss the next day and then a variety of SNES music next and so on and so on. It would be impossible to answer who's work I watch now because of how often it changes. Neil Baldwin -Tell me about the development of Eyra-The Crow Maiden’s music for the NES, what is your composition process? Is the creative process different compared to when you compose more traditional music? For Eyra specifically, the process went like this: I'd ask the others at the team on the description of the game from the likes of genres, themes and characters to get the idea of what tracks I'm making, along with how many tracks to compose and other technical stuff, I'd also receive some source material from them, like concept art and mock-up shots to help out with ideas, whatever inspirations the project has, I do some research on them, if it's from another game, I'd check out a clip from that particular game. Once that's done, any details I've gathered is then written down into a little notebook I have as a reminder while composing music and creating sounds. I then start brainstorming and make the track in OpenMPT, when I start making tunes on trackers, I focus entirely on the track I compose and don't listen to any other music. This process usually takes a day or two for a track to complete, sometimes longer depending on my brainstorming or satisfaction. After it's complete, I send the finished track to the team for their opinion and approval, once the tracks are approved, I move on to the next track. Once some songs are made or when I can't think of new tracks, I start converting them to FamiTracker to emulate the NES's sound capabilities. Squeezing the multi-channel tracks down to its 4 channels isn't difficult once knowing how its instruments and note patterns are planned out, turning any chords into arpeggios (hence the term, "broken chords") and some echo leads being fused together into one channel if needed, sometimes I put a bit of my own magic to the tracks when converting. This conversion process takes less than a day to do, after it's done, it goes through the same approval process again. I then reconverted the emulated tracks to the NES itself with FamiTone, I'd make a new FamiTracker file and manually recreate the songs to carefully fit within the limitations of the sound engine. Once recreated, the file is exported to a text file which FamiTone takes and converts it to code as data if there aren't any issues. The data is then placed to my music development ROM, "SECT" to test out if the converted tracks play properly on an emulator and actual hardware. After the tunes play correctly on hardware, I send the converted song data to the programmer to put into the game. Creative progression-wise, the only massive difference between Eyra and other NES music I've composed was that I didn't used a sample tracker when making the music. -What tools do you use to compose, generally as well as for games? I use FamiTracker to compose NES music and FamiTone to convert it to hardware along with a music development NES ROM I've programmed myself to test out the converted tracks called the "Sound Engine Compatibility Test" program or "SECT" for short. I sometimes also use a sample tracker called OpenMPT to have a bit of freedom from the limitations when composing. -Tell me about the evolution of Eyra-The Crow Maiden. Any interesting stories on the game’s development? It started around the end of December 2019 when I was wrapping up on projects for the year to take a Christmas break. As my break began, I received a DM from Adam asking if I was interested in doing sound for an NES project. After some discussion back and forth along with agreements, I was invited to a dedicated Discord server for development of the game. It was around that same time when I, along with the help of my aunt, purchased a new PC that's worth updating since my other PC was at that point nearly 9 years old. Eyra became the first game-related project to be developed on that PC. Second Dimension’s Discord is definitely a friendly communi…oh would you look at that? #shameless I think the most interesting part of the story was how I got involved in making the limited CD soundtrack, I was contacted by Adam about making a Kickstarter tier for it, we were discussing back and forth about how he was going to do the tier, but as we were discussing, before any agreement was made, Adam accidently launched the Kickstarter earlier than attended, making a bit of an awkward situation since he wasn't able to edit the tiers. Eventually an agreement was made where I can make the tracks for the CD which included the originally composed MIDI tracks and the uncut versions of the NES tracks. -How did you first connect with Adam and Second Dimension, and what is the working dynamic like as you both work on your respective aspects of the games? The first time getting in touch was from a project he was working on years ago, I'm however not allowed to go into detail about it. When Vectrex sold the publishing rights of Family Picross to Second Dimension and I spoke with Adam about shipping, I also started a discussion about sound for Sega Genesis and shared some samples made with trackers associated with its FM sound chip. Working with Adam was fun, we both have a sense of humour (as same goes with the others at the team) and he's a cool, talented bloke based on the casual talk we had during development of Eyra. -What new challenges or surprises surfaced in developing Eyra-The Crow Maiden? What lessons did you learn that you would like to share with the people who aspire to follow in your footsteps? One of the challenges was composing tracks in OpenMPT as I haven't made heavy use of the program prior to Eyra, I actually didn't even realize that I can use custom samples in the tracks until after I've finished doing Eyra, hence why all the original tracks make use of MIDI instruments, the outcome of the challenge was positive though as I've enjoyed making the attempt at "modern" sounding tracks and I've learned a lot from using the program since then. The other challenge would be dealing with the limitations of FamiTone which isn't a surprise since I've worked with the engine before, the more of a surprise (to me at least) was how the team dealt with the limitations. You see, when Eyra would make use of NROM (containing 32k of code), the programmer assigned the music data to the size of only 8k, and considering that I was given nine tracks to compose, two of them being boss themes, it's a lot to ask for size that small. I'd already have to remove the bells and whistles in the songs during the conversion process along with other attempts of compression to save space, but that still wouldn't be small enough to fit, so of course in this situation, sacrifices are expected to be made. When the 8k limit is being reached and we started discussing a solution through cuts, one of the ideas I proposed was to scrap one of the two boss themes and reuse the other, Adam however, instead suggested to scrap some portions of the song in the level themes. I was at first opposed at the idea as my concerns is that cutting it may destroy the flow of the songs, but eventually I gave in and made some cuts, just barely fitting all nine tracks in 8k. Listening back to what's in the final product, the song cuts weren't as bad as I'd feared to be and I'm still happy with how the tracks sound at the end, so I guess not all was lost. -What aspects of Eyra-The Crow Maiden are you most proud of? This is going to be a bizarre answer for me, but I'm proud of the catchiness with the temple theme I've composed, because every now and then, whenever I take a break from technology and do other things like weekend chores, I'd sometimes hum or whistle music from other games, and recently, I would out of nowhere hum that temple theme, I don't typically hum to my own songs as I'd think it would be narcissistic of me to do so, but I think at that moment, that's when I've realized that I've composed a good track. That's not to say that I'm unhappy with the other tracks of course, but something about that temple track makes it feel special. I mean, if that’s what you mean by weekend chores I’m not surprised (art by VGS’ own CasualCart) -Are there any other projects you have lined up on the horizon, NES or otherwise? Since the completion of composing for Eyra, I've been programming my own NES sound engine and been making good progress on it, I'm currently working on a second revision along with a demo ROM which hopefully should be released ahead of time. Along with that, I'd like to eventually compose music on other platforms as well, such as the Gameboy and Sega Master System. -I really appreciate you taking the time to talk with me and share your experiences. Is there anything else you would like to tell readers and fans? Thanks for the interview, doing this is admittedly a first for me, but I've enjoyed and appreciated answering questions. I don't often hang around on social media, but I do post on Twitter every now and then there @Famicuber, If any of you folks are a homebrew developer for whatever platform and looking for a musician to compose for whatever project you're working on, feel free to shoot me a PM there as well. Cheers, take it easy, and stay safe! Alekmaul @Alekmaul -Before we dive into Eyra-The Crow Maiden, I would love to talk about you and your background. What first inspired you to become a homebrewer, creating games for old consoles? Well, you know, when I was young, I loved playing a lot with friends on their Intellivision or ColecoVision consoles but my parents were not rich enough to buy me such consoles. It was really great to see such games on ColecoVision for example. During my childhood, I couldn’t imagine one day I will develop for such consoles ^^. Now I’m old (more than 50 years old), and when I was around 30-35 years old, I took a look at devkits for portable consoles because I wanted to reproduce games for consoles I had, like the GBA. It is great to see your own games on such consoles and be able to say “It’s me who made this game !”. It started like that. -Who are your influences? And whose work are you watching closely now? I have no particular influences; my goal is to give people fun games and also games with a good gameplay. It’s great to see people playing your games and saying “I like to play this game”. But, if I consider more deeply your question, one of my influences is to make games I played when I was young or when I was a student. Yeah, it’s nice to see again some games I played on AtariST or Amiga with our retro consoles like the SNES or the Genesis/Mega Drive. -You have developed several homebrew games for the NES, SNES, Genesis/Mega Drive, PC Engine, ColecoVision, Gameboy, and Gameboy Advance, such as Uwol: Quest for Money, Sydney Hunter & The Caverns of Death, and Deflektor. In developing your games would you say they have any qualities that seem quintessentially you that you have maintained across games? How would you describe your aesthetic? No, I don’t think I have a specific “Alekmaul touch” in my games. I just try to use as best as I can each console to make the games nice, efficient and fast. Screenshot from Sydney Hunter & The Caverns of Death for SNES -You have been programming for several years, do you feel your approach to homebrewing has changed in that time? Yeah, for sure. Now, I’m more “professional” if we can say that for a job I do during my free time ^^ (lots of people forget that). I developed some tools to help me for each console, I know better the consoles I’m developing on. So, it is really more efficient than I was when I started to develop on Gameboy for example. -What tools do you use to code? I’m developing my games in assembly and C language. Sometimes, I’m using some SDK if they are available (like devkitpro for GBA / NDS) or SGDK for Mega Drive/Genesis. With the SNES, I created my own SDK because no existed when I began to work on the SNES console. -Do you have a different approach/attitude toward the games you work on by yourself compared to those you are commissioned to work on? Is the experience of developing them different? For sure. When you are making a game by yourself, you are free to make it when you want. You have no stress trying to develop it. If I think the game will not be playable enough, I stop it, and there is no problem (if you knew the number of games that are in my hard drive for several years without any release because I think they are not fully playable ^^). When I am commissioned for a game, it is really not the same job, I need to make it, and make it really playable, with the stress of the deadline. -Tell me about the evolution of Eyra-The Crow Maiden. Any interesting stories on the game’s development for the SNES? Well, when I began the development, I had no idea about all the things Adam wanted in the SNES & Genesis version. Now, it is a little clearer, but I don’t know if Adam has new ideas for the game, regarding the NES version. We added lots of stuffs like a password management system for example, and also more levels than the NES version. -How did you first connect with Adam and Second Dimension, and what is the working dynamic like as you both work on your respective aspects of the game? Adam contacted me during the NES development of the game. He wanted someone to develop the game for SNES, and, you know, we are not so much developing games on SNES . -What new challenges or surprises surfaced in developing Eyra-The Crow Maiden for the SNES? What lessons did you learn that you would like to share with the people who aspire to follow in your footsteps? Well, doing a game for SNES is really something hard if you want to have a game smooth and fast. You need to manage with assembly code for critical parts (like the map engine in Eyra’s case). So, if you want to do a game on SNES, you need to learn how the SNES works and after, assembly language to be sure that your game will be great. -What aspects of Eyra-The Crow Maiden are you most proud of? Well, when I began to code the game, Jav (the graphic artist of the game) sent me the first map and it was horrible. I needed to manage more than 70 objects for each map! I knew that it will not be possible in C language … So, I wrote an objects engine from scratch in assembly language and it works fine. I’m really proud of that, it is a flexible engine who works great in the game. -Are there any other projects you have lined up on the horizon, SNES or otherwise? I’m currently working on ColecoVision titles for Côté Gamers, a French company specializing in homebrews (https://cotegamers.com/shop/fr/). I’m also working on a Genesis/Mega Drive game with an old French friend. You will have some news later this year about this game . No more stuff on SNES, I will see later if I can do a new game. -Are there any homebrew games in development that you are excited to play? Well, I did lots of game for CollectorVision (https://collectorvision.com/) that are not yet published like Bizbille or Jester. You will see, they are fun! Screenshot from Jester for NES -I really appreciate you taking the time to talk with me and share your experiences. Is there anything else you would like to tell readers and fans? I hope fans will like Eyra for SNES and Genesis/Mega Drive. We are working hard to try to make the game playable, nice and fun. And don’t forget, it is not our real job, we are doing that for fun ! Luis Martins @XLuis_MartinsX -Before we dive into Eyra-The Crow Maiden, I would love to talk about you and your background. What first inspired you to be an artist generally, and more specifically how did you break into homebrew game art? At an early age I was inspired by comic books and then Saturday morning cartoons. As time went by, I started drawing, wanting to reproduce what I was enjoying. Video games were of course a big part of my childhood as well, then came anime in my teens. That impressed me as it was something totally different in quality and maturity at the time. What we call now anime classics : ) Anime then became a huge inspiration. As for homebrew, this came later in my career but a huge interest to revive older consoles, create content for them was the idea behind my motivation. It's now a success, an amazing amount of talented individuals are working hard to create labors of love for these older consoles and it shows. Its honest and amazing thing. -Who are your influences? And whose work are you watching closely now? My main artistic influences vary, but I'd say that anime, manga have been my main inspiration. But that said I follow and enjoy many different artists with their different art styles. It's a huge inspiration to improve and do better for myself. I am amazed at the talent some individuals have, truly impressive. -What in your opinion makes art compelling? What grabs your attention? And what kind of video game box art would make you choose one game over another? The detailing, shading, linework quality, the dynamic of the composition, the lighting and the subject. As for game box art, I can say as an example that gaming box art from the 90's like the Sega Genesis have amazing art styles and imagery that captures our imaginations and alone can sell me on a purchase. Just beautiful, so you're hoping that the game itself is that good, haha. Box art for Paprium for Genesis -You've also created art for other prominent homebrews such as Demons of Asteborg and Paprium. Do you feel that your art has any qualities that are uniquely you? How would you describe your aesthetic? Well, yes I have done other art projects and still do. What's unique about my art? Well I guess that would be a question to ask those who enjoy my art ha ha! But I think that my aesthetics and goal is to capture a specific 90's art style and aesthetics. I also mix in a bit of my own but the goal is to give a certain nostalgic feeling for those who enjoy it. Box art for Demons of Asteborg for Genesis -What tools do you use to create your art? Mainly Photoshop. -Tell me about the development of the art you created for the Limited Edition for Eyra-The Crow Maiden, what is your composition process? Is the creative process different compared to when you create character designs and illustrations for other projects? The creative and composition process isn't much different from piece to piece. It's quite simple in fact. I usually go over a few ideas with my clients, they literally become friends during this process, it's important to build a relationship with them. They are important. They usually either share with me what they want or other times they simply ask me to come up with something. So far so good, happy clients. -How did you first connect with Adam and Second Dimension, and what was the working dynamic like? I met Adam through another friend Javier who I worked with on another Sega Genesis project. Javier is a really talented and wonderful individual and so is Adam. It was very easy to work with them, I would love to work with them again for sure. -What new challenges or surprises surfaced in your work on Eyra-The Crow Maiden? What lessons did you learn that you would like to share with the people who aspire to follow in your footsteps? Working on the game covert art with Adam was great, he trusted my experience through this process. I also shared feedback with Javier on the cover. In the end the goal was to capture the essence of the main character, her sidekick, and the enemies she faces in the game and environment. I think it came out wonderfully. Limited Edition box art for Eyra-The Crow Maiden -Is there another project after Eyra-The Crow Maiden on the horizon? Another dream project that you hope to bring into existence, video game or otherwise? Sure, there are a few things on the horizon and yes I will definitely keep supporting the homebrew scene. -Are there any homebrew games in development that you are excited to play? There are many, but there is one I'm looking forward to play and it's my friends Tim Jonsson and Chris's (@pixelarcstudios) Bushiden game. Anything ninja, I'm all in haha. -I really appreciate you taking the time to talk with me and share your experiences. Is there anything else you would like to tell readers and fans? Yes, if you have any requests for art, game covert art or anything related to art, gaming or anime, drop by my twitter, it will be a pleasure to talk with you. Thank you for sharing my work and your support, it means a lot to me. Conclusion: Thanks for tuning in to part two of my talks with Second Dimension in this series that shares the stories behind the latest homebrew games. What are your thoughts on Eyra-The Crow Maiden and its talented development team? What homebrews are you eagerly looking forward to? Perhaps you’ll see it here soon when…A Homebrew Draws Near! Command?
  12. Wondering if anyone made any levels for The Incident with the standalone level creator. If you do, drop them here for all to enjoy. Here is a link to the level creator: http://wix.to/0cBpCnI Not familiar with The Incident? It was a 2015 box pushing puzzler by @KHAN Games. The game has 120 levels and a standalone level creator was released later. More information on The Incident Here: https://www.videogamesage.com/databases/homebrew-video-games/nintendo/nes/the-incident-r3/
  13. A Homebrew Draws Near! A blog series by @Scrobins Episode 15: The Curse of Illmoore Bay Introduction: The growth of the homebrew community and availability of homebrew game carts is largely thanks to the savvy of a handful of people who have made the herculean effort of establishing supply chains to manufacture and publish cartridges for other brewers in addition to their own games. Among these titans of industry are RetroUSB, InfiniteNESLives, Broke Studio, the 6502 Collective, and Second Dimension, which has developed and published homebrew games across multiple consoles since the community’s infancy. For this entry, I’m breaking another console barrier to cover Second Dimension’s latest games over the course of two episodes. With this post I’m covering The Curse of Illmoore Bay, an action platformer for the Sega Genesis/Mega Drive. As of the time of this writing, initial Kickstarter backers have had their pledges fulfilled and the physical and rom releases can be purchased here, as well as downloaded on Steam here. CIB, the total package Development Team: Adam Welch: project lead, programming, story Jav Leal de Freitas: graphics, story, regular edition cover art Sebastian “Tacha” Abreu: music Armen Mardirossian: limited edition cover art Game Evolution: The Curse of Illmoore Bay was first promoted under the working title “Project: Halloweenville” when development threads for the game were created on Sega-16 on January 20, 2019 and on NintendoAge on January 23, 2019. Adam would post teasers including gameplay and highlighted features to entice gamers. Screenshot from Project: Halloweenville A Kickstarter campaign for The Curse of Illmoore Bay launched a few months later on May 17, 2019. Backer tiers included a digital version of the game; the game’s rom; a cart-only option; a standard edition CIB; a limited edition CIB with a cloth map, stickers, and character inserts; a developer edition with the limited edition CIB, a late beta PCB, and beta tester/Discord access; and options to become a level boss or a third playable character in the game. Within 24 hours the campaign had reached its initial funding goal, and by the end of the campaign 237 backers pledged more than $17,000 toward the game. The total blew through several stretch goals, unlocking access to a digital version of the game, a boss rush mode, and a 2-player alternating mode. Gameplay Overview: The Curse of Illmoore Bay describes itself as a horizontal scrolling action platformer. You have your choice to play as Cole, Scarlett, or Issa: Illmoore’s legendary (but also forgotten) protectors, resurrected to defend the town from nightmares come alive, all thanks to a disgruntled mall Santa. ♬ I won’t ask for much this Christmas, I won’t even wish for snow, if Santa would just take these demons back down to the hell below ♬ Each character can jump, perform a melee attack (punch for Cole, kick for Scarlett and Issa), and use a special attack when selected, depending on your progress in the game. Basic controls are intuitive for anyone who has ever played a Genesis game: left/right on the d-pad moves you back and forth, down allows you to duck, up enters doorways, the A button unleashes your special attack/ability, the B button allows you to jump, and the C button is your normal melee attack. Where Illmoore shines is the added complexity to gameplay revealed through its unlockable content. Like any solid platformer, Illmoore includes collectible items that can replenish your health and energy (for special attacks) as well as increase your max health. Among these collectibles are unlockable abilities that broaden gameplay. If you press Start at the beginning of the game, you will notice the Ability Wheel, and the Shot ability which is already unlocked. Medallions hidden throughout the game unlock more abilities (that I won’t spoil) which will allow you to go back to previous levels and reach every item and enemy you couldn't get to before. And just to be clear, getting that 100% game completion status isn’t a mere bragging right with the "satisfaction of doing a good job" kind of accomplishment: there are 18 awards to be won by players diligent enough to explore the entire game. Writer’s Review: Despite the cartoony 16-bit platforming reminiscent of the silly but simple games of our youth, The Curse of Illmoore Bay is deceptively challenging. Second Dimension put forth a game that takes everything you liked about such games as a kid, but knowing you’re an adult now, upping the ante accordingly. As mentioned earlier, the unlockable abilities open access to areas of levels that were just out of reach before, which means many levels will make you questions your sanity because you aren’t able to jump up to a platform where another item or level exit floats, yet. This is the game’s clever way or telling you that levels are meant to be played more than once and you should keep an eye out for anything that would justify a little backtracking. As someone who freely admits he is not the best gamer, this was a frustrating lesson to internalize. But the more I played, the more I understood how to actually play, and then instead of crying “why can’t I go up there?!?”, I would just think “ooh I wonder when I’ll find whatever enables me to come back and finish this stage.” Also thank goodness for this game saving my progress after each level. Screenshot from The Curse of Illmoore Bay Some of my excited frustration probably also comes from the energetic soundtrack, with its fast-paced chiptune; the beats make me feel like I’m doing the game a disservice if I slow down for even a second. This game makes me want to play cautiously, but the music seems to dare me, taunting me to be bolder, no matter how many game over's I may get. The music possesses that classic bunch of deep tones you can only find in Genesis games, with a 90s rock feel that reminded me of Comix Zone mixed with some of that ToeJam & Earl zaniness. Meanwhile the graphical art sets a colorful atmosphere full of fun animations between the active environment and the various enemies adorably waiting to kill you. It’s almost a shame you have to send those demons back to hell. Indeed, The Curse of Illmoore Bay would have fit comfortably among licensed-era Genesis titles; I know I would have woken up early on Saturday to play the hell out of it. Interviews: Because the development teams for The Curse of Illmoore Bay and Eyra-The Crow Maiden overlap significantly, I decided to interview Illmoore’s team about both games, saving the remaining members for part 2 of this series, which will focus more on Eyra. Adam Welch @alteredimension -Before we dive into The Curse of Illmoore Bay and Eyra-The Crow Maiden, I would love to talk about you and your background. What first inspired you to become a homebrewer? What is the origin story of Second Dimension and its predecessor Airwalk Studios? Like most people, ever since I was a little kid, I have always wanted to make a video game. It would be until I was in my late 20’s when I would eventually take the plunge. I had bought my house the previous year with my then girlfriend, but we had split shortly after. That left me living largely out of my savings as I had not planned on paying the bills solely on my own. Winter was soon approaching, and New England winters can be brutal, which means it becomes costly to heat your home. I was basically choosing to either eat or pay the oil man. Thinking of what I could do to try and earn some money, all that was left was “new old school games seem to be in, so why not give that a go?” At the time, I believe Battle Kid was just released, and Pier Solar was on the horizon. I started looking at programming languages to make these games and was hoping to find a language that was familiar enough for me to learn easily. Assembly was foreign to me. I had very little experience with it in school (in fact, we used basically an open circuit board that had a PS/2 plug for a keyboard on it, and a small LCD display that could hold 1 line of text with a maximum of 20 characters or so, and only 2 registers), so that eliminated the NES right off the bat. I wanted to check out SNES programming, but documentation back then was scarce, difficult to understand (at least for me), and it was still largely assembly. That is when I stumbled upon BEX (Basiegaxorz, a BASIC compiler) and Stef’s SGDK C compiler, both for the Sega Genesis/Mega Drive. I used BASIC near daily at the time for work, and I was familiar enough with C to feel confident to learn SGDK, but I went for the option I was more familiar with. Learning the syntax and how to work the console, I was left to figure out what kind of game could I make? Well, that game ended up being Hangman SG. I cobbled together the game over the course of a weekend and presented it to the world… or the NintendoAge/SegaAge forums. The Nolan Bros, who coincidentally lived within an hour and a half drive, offered to do the first manufacturing run for me (for free!). They really helped save my skin so I could afford to heat my home that year. The name Airwalk Studios was named after my favorite shoes when I was a teenager, and somewhere in 2015 or 2016 it was changed to Second Dimension after throwing some ideas around with arch_8ngel (I’m pretty sure he’s the one that suggested it). The Airwalk Studios Logo -Who are your influences? And whose work are you watching closely now? When it comes to making games, Miyamoto is the first one that pops in my head. The way he world-builds and pays attention to some of the most abstract details is just amazing, and it really shows in his work. For story writing, musical compositions, and world building (again), I’m going to cheap out on this answer and say all of the 80’s and 90’s Square Soft teams (and by extension, Enix’s Dragon Quest teams). RPG’s were my jam, and the way I would get immersed into the story and the world I was exploring when I was a kid was amazing. Inafune is also a pretty big influence. The Mega Man franchise on the NES was one of my favorites. The stories were pretty simplistic, but had that “cool!” factor to them – I mean, who doesn’t like the idea of being a robot and taking powers from other robots? But the main influence is how tightly these games were designed. The controls are spot on, the enemies, AI, bosses, power-ups, etc., all designed wonderfully. As for whose work I’m closely following these days – that’s a tough one. I haven’t followed anyone mainstream in quite some time (though I do occasionally check out Jack Black’s gaming vids), but mostly other developers who share the same interests and passions as Second Dimension - CollectorVision, White Ninja Studio, Bits Rule Games, and Mega Cat just to name a few. I also check out Kikuta’s music from time to time as well, to see what he’s been up to as his music is basically the soundtrack of my “coming of age” years. -You burst onto the homebrew scene with Hangman SG, and have since worked on an array of homebrew games, how would you describe your aesthetic? That’s a tough question – I generally don’t have anything in particular that I do, though I’ve started hiding (sometimes very obvious) some sort of connection to my real life into the games somehow. -Have you noticed any changes in your style or game development preferences over the years? Definitely. As our projects get more involved, and we learn more and gain more experience, we’re able to accomplish a lot more than we used to be able to. The evolution of tools (both in-house and tools other developers create and share) help play a big role in that, as well as the community of developers who are more than happy to help and share ideas and tips. -Another fascinating aspect of Second Dimension is that you are involved with homebrew games across multiple consoles. What has led you to transcend consoles when many other brewers prefer to stick to one console? I view gaming in the same way as I view music – the genre generally doesn’t matter as long as the song/album/whatever I’m listening to is good and I can relate to it somehow. I grew up with the Atari 2600, NES, Sega Genesis, and SNES, though admittedly, the 2600 was very short lived and I only have 1 or 2 memories of playing it. The NES and Genesis, though, I have tons of memories with friends and family. Same with SNES once I finally got one. Having these sentimental bonds with these consoles, I just wanted to do what I could to either make a game or help make a game on these consoles that might give someone some cool memories with their friends and families when playing a new game. -Do you have a favorite console you prefer to program for? Well, aside from PC, I only program for the Sega Genesis. I’ve had to outsource the other projects on other consoles. So, I guess yeah, because I only program for one -What tools do you use to code? I use SecondBASIC (www.sbasic.net) for the programming language. It’s built off of the Basiegaxorz ASM library. I created SecondBASIC as BEX was seemingly abandoned by its author, and with the permission of the author, I was able to use that library to build SecondBASIC/SecondBASIC Studio. For graphics, I use PXL Workshop – another tool I’ve created, that lets you create multi-layered graphics for the Sega Genesis, creates optimized tile maps, and some other handy features. And lastly, I made a map editor called Magellan, which handles the map, tiles, meta tiles, and objects. Magellan at work, building levels for the Genesis iteration of Eyra-The Crow Maiden -In addition to programming games, you also publish games from other developers. What services does Second Dimension advertise to potential clients? Who do you wish to attract with your services? I do production runs for customers (make them CIB’s for them to sell on their websites), make boxes, websites, and even commission work to make games for others. We try to be as accommodating for as much as we can. -Do the permanent members of Second Dimension have particular roles or specialties? What does the division of labor look like on a given project? They sure do! Second Dimension is 2 people – Jav and myself. The division of labor looks something like this: · Myself: o Game Design o Story Writing o Website related work (new domains if applicable, updating main website, etc.) o Social Media o Programming o Trailer creating/directing o Prepping print materials (manuals, box templates, labels, etc.) o Manufacturing · Jav: o Game Design o Story Writing o Social Media o Pixel Art o Box/Manual Art o Artwork for the trailer o Concept design/art Of course, this is just a rough outline. Each project demands different tasks and workloads, but these are the more normalized task list we both have. -Is Second Dimension hiring? Are you looking to bring on more partners, generally or with particular skills, to expand your capabilities? We’re not actively looking to bring anyone on, but if an opportunity comes up, we’re always ready to talk about it, ya know? -What was the working dynamic like in your development of The Curse of Illmoore Bay and Eyra-The Crow Maiden, especially given that there were effectively 3 distinct development teams for each console Eyra would be published for? How difficult is it managing development teams producing the same game for different consoles given the unique challenges inherent to the NES, SNES, and Sega Genesis? The working dynamic was awesome. We had lots of fun with creating Illmoore, and same with Eyra. With Illmoore, we knew where we wanted to go with the game. We had the idea, we had the concept, but 99% of the development was off-the-cuff. There was probably a dozen power-ups we had thought of, and some we tried, but decided to cut because they weren’t fundamentally compatible with the overall game, or they were very burdensome to get working properly. The story was written in a very ad-hoc manner as well. Eyra is more straightforward, though, a lot (on the Genesis side at least) is still very ad-hoc. We’re trying to keep the SNES version as straightforward with the NES version, and that’s a lesson in “buckling down and getting all the details straight” for me, because that’s not how I normally do things. Managing the teams is just conversation among friends. I don’t like being the “hard-ass” boss and I want to let everyone have as much creative freedom as possible, and I think that makes for a better end result. If folks don’t enjoy the project and process, it shows. Even if we don’t put out a blockbuster, we still want people to enjoy it and I don’t think that’s possible if we didn’t enjoy making it. -What new challenges or surprises surfaced in developing The Curse of Illmoore Bay and Eyra-The Crow Maiden as opposed to previous projects from a programming perspective? What lessons did you learn that you would like to share with the people who aspire to follow in your footsteps? Ugh. Illmoore gave me a nasty surprise at the end of development – it didn’t work at all on PAL consoles. On top of that, there’s a nasty bug in the audio driver that has the potential to freeze the console. Right when I thought I had finished the game, that reared its ugly head and I’m pretty sure I had heartburn and night sweats for a month and a half straight. The biggest lesson I learned with that is no matter how much you think you know, don’t be afraid to ask for help. That doesn’t just apply to programming, and sometimes we just need that little reminder. -You also got actor Danny Tamberelli to provide voice acting for The Curse of Illmoore Bay, how did that come about? Was there an existing connection between you two? Honestly, it was a shot in the dark. I wanted to try and get someone that I think would enjoy the theme of the game, and if possible, someone who was influential back then. There were a few people and agents I had spoken to but being brand new to the world of SAG contracts/projects, there were some hurdles and roadblocks. So, about to give up, I wrote some final contacts I had and got a response from Danny (and much, much later, Michael Maronna). While I couldn’t get Michael on board (largely because the project was nearly finished at that time and I was already over budget), it was still great to chat with him about retro games. Talking with the Pete’s about retro games may be the most 90s thing I’ve ever heard -The Kickstarters for both games were wildly successful, meeting their initial funding goals in less than 24 hours, blowing past several stretch goals, and getting special praise from Kickstarter. How does it feel to bask in such support? Honestly, it’s still surreal to me. It’s amazing that there are people out there that like what we’re doing, and I’m very thankful and grateful for every single fan out there. One of my childhood best friends and I talk about how crazy it all is from time to time. If you told me when I was a kid that I would be making video games, I’d have been excited, but also not believed you. If you told me back when I made Hangman SG that I’d be a part of something like Illmoore or Eyra, I wouldn’t have believed you back then, either. Screenshot from Hangman SG -Are there any other projects you have lined up on the horizon? Any dream projects? The Project Creation Center is always brainstorming new ideas all the time, and while we have a few cool ideas in the works, the main one we’re excited for is Affinity Sorrow, which is going to be our next campaign. We’ll have some really crazy news about it when the time comes. -Are there any homebrew games in development that you are excited to play? Phantom Gear is probably one of the big ones I’m very interested in playing, same with Irena. There are also a few others out there that aren’t revealed yet, so I can’t say too much about those titles. Really, any new game that comes out I’m interested in giving a play. People put their hard efforts in, and I’d like to show them as much support as I can. -I really appreciate you taking the time to talk with me and share your experiences. Is there anything else you would like to tell readers and fans? Thanks for the interview! And to the readers and fans – thank you. Without you, there wouldn’t be Second Dimension. Javier Leal @Pixel_Javi -Before we dive into The Curse of Illmoore Bay and Eyra-The Crow Maiden, I would love to talk about you and your background. What first inspired you to become a homebrewer? What is the origin story of Jav? Well. I've been working on video games for 15 years or something like that. I've been drawing since I can remember, studied art, photography, Graphic Design and 3D animation so all of that combined with the fact that I've been also gaming for most of my life, it felt natural to make video games. Developing games has been the only work I've been able to fully enjoy ever. Back in 2006 I founded a local game company with a couple of friends where we made educational and advertising games. After a decade or so we started drifting apart, each one to our preferred styles and platforms. Since I was already leaning heavily into pixel art and retro games by then it felt natural that I ended making homebrew. I really like working with all the restrictions and limited resources it implies because I found it requires a lot of creativity and that feels good. -Who are your influences? And whose work are you watching closely now? It's hard for me to pinpoint any person in particular that has influenced me (I need to work on that), but some names that definitely need to be mentioned are Koji Igarashi, Tom Kalinske, Gary Gygax, Akira Toriyama, Bruce Timm, Tim Burton, Gunpei Yokoi... IDK I try to learn something from everyone. I have a habit of playing as many games as I can regardless of them being good or bad, and if I like them or not, just to study them and find out what works and what doesn't, for me and in general. I usually love the work of Wayforward and Tribute games and I also pay attention to games published by Devolver Digital. Also, I'm always combing Twitter in search for cool indie games, artists and devs, especially if they work on homebrew for old consoles. -Do you feel that your art has any qualities that are uniquely you? How would you describe your aesthetic? Not really, I don't feel unique or special in that sense. I've never felt that I have a style or an aesthetic, I just try to adapt my art as much as I can to the needs of the project, which I think comes from my graphic design training. Right now my aesthetic would be "16-bit 90s games" or something like that. My sprites and drawings for Illmoore were really cartoony and right now I'm making some Japanese-styled pixel art and manga illustrations for our next project (Not that I can pull that style flawlessly, but I try). Backgrounds to boss stages from The Curse of Illmoore Bay designed by Jav -Have you noticed any changes in your style or game development preferences over the years? I've improved a lot in the last two years, and feel more confident with shading and creating my own color palettes. I normally have a lot of silly rules when making art that help me be consistent in a particular style, but now I'm allowing myself to break those rules and do some experimenting as long as the results look good. I feel that's a big change for me. I started making more illustrations and graphic design and not just in-game art, I enjoy working on cover arts and cartridge boxes and labels. Right now I wouldn't want to work on anything that doesn't have to do with retro games and homebrew. -Another fascinating aspect of your pixel art is that you are involved with homebrew games across multiple consoles. What has led you to transcend consoles when many other brewers prefer to stick to one console? Change is good hehe, and by going out your comfort zone is how you really improve because you have to face all sort of challenges and that ties with all of this requiring a lot of creativity that I was talking about in the first answer. So that's it; I find it fun and challenging working for different consoles and since we have the needed resources in Second Dimension to do that it's a win-win situation which leads me to feeling comfortable tackling new styles and platforms. -Do you have a favorite console you prefer to program for? Well I don't code, I only do art but the answer is SEGA Genesis / Mega Drive. I love the color palette, it's always a joy to work with and I'm really used to working for that console so it's by far my favorite. -What tools do you use to code and create? My favorite tools are a pencil and a piece of paper... Those are the bases of pretty much everything I create, and I can't live without them. Besides that, I mainly use Krita and GIMP for both Illustrations and Pixel Art and Aseprite for sprite animations. All of that combined with our own internal Second Basic Studio tools coded by Adam for Second Dimension. -What was the working dynamic like in your development of The Curse of Illmoore Bay and Eyra-The Crow Maiden, especially given that there were effectively 3 distinct development teams for each console Eyra would be published for? How difficult is it developing a game for three different consoles given the unique challenges inherent to the NES, SNES, and Sega Genesis? The development for both games was pretty different. In Illmoore´s case, since it was our first project together, we first outlined the game in general as well as all the graphic content it would need and the core gameplay mechanics. While I was dedicated to making the majority of the graphics, Adam was programming the engine and the core gameplay mechanics. Once that was done, the rest of the game was done pretty quickly. Also, once the graphics for a level were finished, they were sent to Sebastián who drew inspiration from them to compose the music. In Eyra´s case, I already had the game outlined and also much of the graphic content made, only they were in a Gameboy palette. We started by converting all the graphics into NES graphics and then the programmer made the game. We balanced it at the same time it was being programmed. For the 16-bit version we took the NES graphics as a starting point. I started by creating new backgrounds for the stages and then I added more colors and animation frames to the rest of the graphics where it was needed. Screenshot from Gameboy mockup of Eyra-The Crow Maiden From my point of view it wasn't much of a challenge because it was an iterative process and the 16-bit graphics were created from the NES ones which I had already done. -Tell me about the development of the cover art you created for the Regular Editions for The Curse of Illmoore Bay and Eyra-The Crow Maiden, what is your composition process? My composition process is pretty standard, nothing too complex or weird. I start by writing a few descriptions or ideas in a piece of paper, I start visualizing the art while doing that and then I make a couple of very rough sketches just to have on hand. For the standard edition of Eyra I went with a very pulpy/retro style inspired by old pulp and sci-fi book covers and also trying to mimic western NES covers a bit. It's more of a classic realistic painting, I even used a canvas texture on it to make it look old and less digital. I also tried to tell a bit of the story with the cover art, it tells about the character, the enemies, and the setting of the game, you can sort of figure out what it is about just by looking at it (at least that was my intention). I also did the mid-tier cover for Eyra, that the Kickstarter deluxe edition if I remember correctly. For that one I used my personal and preferred art style, it's a lot more cartoon/anime looking with flat colors and cel shading. I wanted to do something more Japanese looking and different from the standard cover, so I drew Eyra having a chill moment with her Crow while they walk through the desert. Jav’s cover art as seen on Eyra-The Crown Maiden’s Famicom edition -What new challenges or surprises surfaced in developing The Curse of Illmoore Bay and Eyra-The Crow Maiden as opposed to previous? What lessons did you learn that you would like to share with the people who aspire to follow in your footsteps? I'd say that we didn´t encounter any major challenges or surprises because we already knew what we were up against, what we were going to do, and we always kept the projects within a manageable scope. I think that that is a good way to tackle these kinds of projects, to have a clear idea of what you are going to face, advance one task at a time keeping in mind the end result, and documenting the process. Along the way I learned that it is very fun and rewarding launching games for retro consoles in physical format, I can't recommend it enough. -Are there any other projects you have lined up on the horizon? Any dream projects? I also remember your work with Tacha on Kung Fu UFO, do you plan to revisit that game in the future? I have plenty of dream project ideas waiting to be developed when the time is right... We are currently and slowly developing an RPG called Affinity: Sorrow, I have been working on concept art, illustrations and graphics for it for some time now. That's our next big project and it should be coming to Kickstarter anytime soon. It taps into a very classic formula that we really love, we are looking at 16-bit JRPG games like FF6, Breath of Fire, Chrono Trigger, Dragon Quest amongst others for inspiration. I really want to focus on that game as much as I can for the whole development process. We have already shown some stuff from it on our social media and there's a lot more coming. As for Kung-Fu UFO, it can be fun to revisit that game someday, it was a bit of a too ambitious project for us back when we launched the Indiegogo campaign so we couldn't keep working on it when it didn't reach the goal but with the right amount of time and needed resources it can be a great experience. Gameplay gif from Kung Fu UFO by Retro Nerve -Are there any homebrew games in development that you are excited to play? All of them haha! Actually my friends at Bits Rule are making a really amazing platformer for the Mega Drive called Phantom Gear that I can't wait to play. I backed their Kickstarter campaign last year so all that’s left is to wait for the cartridge to arrive when the game is finished. Demons of Asteborg also looks really good, that's another Mega Drive game I'm looking forward to playing. But to be honest every homebrew game I see has something interesting that gets me excited to play it. -I really appreciate you taking the time to talk with me and share your experiences. Is there anything else you would like to tell readers and fans? I would like to thank you for the opportunity to tell a bit of our experience and also thank all of the amazing people that help and supports our work by buying, playing, and sharing our games. Sebastian “Tacha” Abreu @tachbach -Before we dive into The Curse of Illmoore Bay and Eyra-The Crow Maiden, I would love to talk about you and your background. What first inspired you to be a musician? What led you to compose music for homebrew games? What is the origin story of tachabach? First of all I want to thank you for your interest in interviewing me, I feel flattered. Well, I think I'm going to extend a little since your question is quite broad. I think everything started when I was in the tummy of my pregnant mother, she played piano 9 hours per day, J.S. Bach was her favorite, she also played Mozart, Beethoven, Chopin. Unfortunately that piano was sold when I was only 5 years old so I could not enjoy it with my hands. Later in 1989, my father bought a "great keyboard", a Casio CT-420 that we still have, in it came a demo of Richard Clayderman (Ballad Four Adeline), which at the age of 9 I learned to play almost exactly perfect. That same year my mother put together a group of music and dance called "The Aras" in which several girls and boys between 14 and 16 years old sang and danced. My older brother (Gustavo Abreu) was 11 years old, my mother (Silvia Teresita Mederos), and I took turns to musicalize that group, we come to play about 30 times, always in medical clinics in the neighborhood, in some hospitals in the area of pediatrics, always to raise funds for the benefit of these institutions. In 1990 at the age of 9-10 I played the electric bass in a group with my parents, my older brother and several friends of my parents. My father always loved sharing music with his family and he always encouraged us. Well, when I entered adolescence (and one wants to follow his rebellious path), I met the power of the distortion of the electric guitar, there was never going back. Already for the year 1996 I literally slept with the guitar in my bed, took her to the bathroom, I sat down to eat with the guitar, even had 6 friends a close encounter with a UFO at the San Luis Seaside and I remember that I had the guitar hanging and while we witnessed a show from another world in the middle of the field I did not stop playing my favorite guitar lick (it's absurd that I'm remembering this, hahaha). Something that is interesting is that in the 90's I had a TK90 and a couple of years a ZX Spectrum +2 with which it programmed music entirely in Basic. I remember that I had scheduled the "Two Princess" theme of the Spin Doctors with their respective guitar solo and another called "Red Eyes" by Los Buitres, making the chip Ay-3-8912 sound. I remember combining white noise with the third channel to achieve the cymbals, kick and snares. But hey, I also composed my own music which never came out of my father's house because there was no Internet, the BBS were unreachable for me at that time, either had a way to spend my Spectrum programs to PC ... Later I used to visit my friends Marcelo Alonso, Jean Paul Castroman, and Francy Bodeant who had PC (386/486) and I stayed all night in their homes while they slept, programming in the Fasttracker2, Impulse Tracker, and Scream Tracker, programs that came on CDs from weekly magazines called "PC users", I remember deleting all the patterns of several tracks to stay with the samples and compose music itself. At last was the Pentium 2 of my younger brother’s (I still kept using my ZX Spectrum + 2)... I started using ModPlugtracker (with which now I compose for SNES). It is illogical that with this program I got to sound 2 chapters of an animated series for a company in which I started working as a sound designer and music composer. Well, this company was called "Animalada 3D", there musicalized two animated series, several TV and cinema commercials. Five years later I decided to work in that field freelance. I worked from 2000 until 2018 as a singing professor at several schools in my country. Since 2012 till today I teach Music & Sound Design for Videogames in "A+" and "BIOS" (two of the most important institutes that teach video games in Uruguay). I have been able to musicalize more than 70 pieces of TV and cinema in the field of advertising for more than 15 countries in the world, more than 40 games sonorized & musicalized like Bingo & Slot Machines, Android, IOS, Steam, Web Games, GB, Mega Drive, Commodore friend, SNES, and now very happy to have reached ATARI VCS (listen as the SID of my C64 sounds at the Pixel Cup Soccer! Hahahah). Basically, tacha plays all of the instruments -Who are your influences? And whose work are you watching closely now? My musical influences (bands and people that I have listened to in my life and to this day I still enjoy): Silvia Teresita Mederos (my mother), Juan Eliseo Abreu (my father), Alfredo Zitarrosa, Les Luthiers, Los Olimareños, Grupo Seremos, María Elena Walsh, The Beatles, Michael Jackson, Cindy Lauper, Stevie Wonder, Creedence, Carlos Santana, Rolling Stones, The Doors, Dire Straits, Oasis, Pearl Jam, Spin Doctors, Lenny Kravitz, Extreme, Megadeath, Metallica, Red Hot Chili Peppers, Europe, La Iojansebastian, La Cura Del Sueño, Van Halen, Mr BIG, Iron Maiden, Guns 'n Roses, ANGRA, Shaman, Joe Satriani, Steve Vai, Laura Pausini, Ricardo Montaner, Enanitos Verdes, Fito Paez, Charly García, Dream Theater, Fat Boy Slim, Mozart, Chopin, Beethoven, Johann Sebastian Bach (my favorite), John Williams, Jonathan Dunn (Ocean Software), Savaged Regime, David Wise, Richie Kotzen, Rafael Dos Santos, Federico Amir, Andre Matos, and I'm sure I have tons to name. -Do you feel that your music has any qualities that are quintessentially you? How would you describe your aesthetic? Specifically for about 20 years I have been studying about the functioning of the brain and how it reacts to different harmonies and melodies, how music and the handling of frequencies generate different chemical states of the body-mind and how this fosters different states of mood-feelings. This led me to lose interest in wanting to be a virtuoso-sprinter musician (both on the flute and on the electric guitar) or to be a virtuoso of the slap on the bass, on the contrary, I began to acquire a taste for simple melodies and very easy to remember, to generate pleasant grooves for the body, making silence a better ally than sound itself. Somehow I can say that I am not interested in copying anymore I have no need. I am one of the people who knows that knowledge comes from within, that music is infinite, that's why I try to treasure every melody that comes to me spontaneously. I am also the type of person who feels what an artist felt or manifested when he painted a picture or composed music. Practicing reaching different states while awake for years has gradually awakened my intuition. I know that a lot of people can't break their rational mind to stop judging whether the performer or the composer is good or bad and that's pretty sad, since music doesn't really go ONLY for technique or good harmony. To understand, you have to create a balance between the mind and the heart, between reason and irrationality, that's when we really begin to see and when we begin to listen. I am going to leave you a little anecdote here to firmly answer your question. In 2018 when I left my flute class I found a small corner in Montevideo that had good reverberation. I took out my flute and began to play the Aria in D by J.S. Bach. (I think there were 7 people listening) as it is a piece that requires good administration of the air in the lungs, it unconsciously forces me to lower my heart rate. I was so immersed in the sound and the melody that I closed my eyes and the flute began to disappear, I began to disappear, only music existed and I was one with the universe, the mind ceased to exist, I felt in a spring of crystalline water of infinite sweetness, where I didn't need anything because I had everything, until I had to return to the plane of the living because the Bach piece had ended. When I saw the people around me, I realized that nobody noticed what happened to me and I honestly did not care in the least. Surely if I wanted to achieve that state playing jazz it would be impossible for me, sure that other musicians can rise playing jazz but my essence is simple, my music is essentially simple. Regarding aesthetics, it depends on what I need to convey, as I can cover many musical styles (all with different aesthetics). We should all be so lucky to have such an ethereal experience -Tell me about the development of The Curse of Illmoore Bay and Eyra-The Crow Maiden’s music for SNES and Genesis, what is your composition process? Is the creative process different compared to when you compose more traditional music? Were there different processes for composing for Eyra for two different consoles (SNES versus Genesis)? Was there a different approach for The Curse of Illmoore Bay versus Eyra-The Crow Maiden? The composition process takes place in my head. I can give you a Gameboy track but in my head those few channels that sound like chiptune are a symphony orchestra, obviously you can't put a symphony in a GB (if not with extra hardware). That is why for the different consoles the composition process is the same, the console is only a means to express it. Regarding the Mega Drive, I am very close to it and I love how the FM and PSG chips reconstruct a clear sound wave. I know what its limitations are and depending on the composition I try to adapt the synthesizers to be able to convey the idea as accurately as possible. With regard to the SNES, I am also very fond of their sound but above all as a spectator, we spent hundreds of hours with my brothers when a friend lent us one ... I was surprised that you have to be a true artisan of samples now that each track cannot occupy more than 58 kb approx. (64 kb maximum between music and SFX for each level). Specifically, the menu's music was made from scratch 3 times for SNES until I got the sound I wanted. The first 2 had aesthetics also the medieval aesthetics that the melody gives us but with a mixture of 80's sounds ... finally I decided to give it more POWER with guitars and a not so sober battery so I could release all my euphoria. For Illmoore Bay all the tracks except one are made of pure FX synthesis, the drums are synthesized, but in Eyra the drums are made with samples. -What tools do you use to compose, generally as well as for games? The main tool I use to compose music is my mind, my heart and my entire human being, sometimes I shut myself up to dance to feel the melodies and rhythms in the form of energy and how they extend beyond my body. When music comes to me, I look for the fastest way to store it so I don't forget it. For example, one of the pieces that I have included in Eyra occurred to me walking through the center of Montevideo when leaving one of the institutes where I teach Music & Sound Design, so I opened a group on WhatsApp in which I am alone and started to REC the "sketch". Although only my voice sounds in my head there are dozens of instruments (here I was listening to a symphonic band) but I emphasize melodies and rhythms, using certain phonemes to mark the number of instruments that "play" at a specific moment. Surely, people who see me or listen to me on the street may think that I am crazy (and it matters very little to me) while I enjoy what for me is an internal chemical-alchemical process. I also use the technique of visualizing images, mockups or gameplay videos, after having the image well recorded in my mind I start to walk down the hall of my house from one place to another (I have walked for 30 minutes) until in my head I listen to a track from beginning to end, then I sit at the computer and depending on the platform to which it is directed I open one or another program. Finally regarding the above, something that comes out unintentionally is listening to music when my mind is in the Alpha state, many times when I am sleeping peacefully I force myself to wake up and get up to look for a recording device or something to write the melodies. Since 2005 I use CakeWalk Sonar in its different variants to create music in WAV format (PC, Android, IOS, etc.) in large projects I use Steimberg and Native Instruments libraries. I use Deflemask to compose for Gameboy, C64, Mega Drive, NES and ModPlugTracker to compose for Commodore AMIGA, SNES and Gameboy. For ZX Spectrum 48k I use Beepola and for ZX Spectrum 128k I use a tracker that I programmed myself (which is very comfortable for me to compose quickly). In Eyra’s music, for the Nintendo SNES samples I used Zildjian 14"S Hi Hats cymbals picked up with a RODE NT2000 microphone, for the KICK-SNARE-TOMS sounds I recorded the samples from a ROLAND TR-505 drum machine, the basses with a Yamaha FB-01 module, the flute & sax samples are from a CASIO DH-100 with Breath control (you can say that my breath is in those samples literally), the guitar samples I recorded from an IbanezGIO with a MIC DiMarzio EVO2 Bridge STEVE VAI series connected to a Fender R212 distortion channel and captured with a Shure SM57, since the sound engine used by Alekmaul does not have an "Arpeggio" mode. I capped about 5 small square wave samples in arpeggios generated from an AY chip. 3-8912 direct from my ZX Spectrum + 2A, programmed from a Tracker that I created for the said machine, the rest of the samples I did by hand drawing the wave with the pencil tool of the Mod Plug Tracker. For mixing frequencies and looking for the sounds of the synthesizers (in the case of Mega Drive) I use two pairs of studio monitors: YAMAHA SS50M and Behringer Truth B3030A in an isolated room with 6 cm thick rock wool plates, I also check sound with AKG headphones, Sennheiser 202, on SONY Trinitron, CRT Panavox TV, on Microsonic LCD TV, and on a 5.1 Logitech 506 system. I can also count that sometimes they ask me for music for new games with retro aesthetics, instead of loading plugins that emulate the different sounds of the 80's 90's, what I do is connect my old and beloved machines (C64, ATARI 65XE , ZX Spectrum, MSX2 FM, AMIGA 500, and NES) for the exact sound. -Do you have a different approach/attitude toward the games you work on by yourself compared to those you are commissioned to work on? Is the experience of developing them different? I ALWAYS give 100% of myself to my projects as well as to other people's projects. Sometimes I think that the quality of work-monetary compensation is not very balanced, so I would have to do something "just like that" (Uruguayan expression) but I always see myself polishing the work with an extreme degree of detail so that the quality of the same is optimal. I imagine an athlete running the 100-meter sprint and the coach saying, "Hey, this race is not that important, just run, if you finish 7th it will be fine." Well, I would be the athlete who would think "What the hell am I going to run for if I am not going to do my best?" You know, I could jam a bass over a constant pattern drum base and then jam melodies in Mixolydian mode for 1 minute and voilà! I already have a track! But it doesn't work that way for me, for me melodies express a feeling, have life, and tell a story. Specifically for me each track is like a piece of my soul that I am letting go. I recommend sitting in front of a good audio equipment, audio monitors or with a good 2.1 to enjoy the Mega Drive & SNES soundtracks in full range frequency. -Tell me about the evolution of The Curse of Illmoore Bay and Eyra-The Crow Maiden. Any interesting stories on the games’ development? Well, I can tell you The beginnings of Eyra but about my personal experience ... After the Kung Fu UFO campaign in Indiegogo failed, Jav told me that he wanted us to make a game that he had in hand for the Gameboy Classic, which consisted of a platformer starring a female character set in medieval times, with Golden Axe and Rastan tints, which is why I started working at that very moment first of all on the main soundtrack for that console. (It was Thursday, November 1, 2018). The track took me about 4 days to dedicate a few hours to the Gameboy version https://youtu.be/wKg9xXy64sg and about 2 hours to do the conversion for Nintendo NES https://youtu.be/LJKscFWpb3w, using the Deflemask program. On the first day Jav sent me the first Spritesheet with which I also started to "Sketch" in Mega Drive what the GB game would be. https://youtu.be/j_4GjA4-Ppg. In that he tells me that he did not have the name for the character because he had a surprise to introduce myself with him, so while I was programming I also began to inquire about the different cultures of medieval times and also on Viking women's names. I had chosen 3 that I liked: "Kaira" (means immaculate), "Freya" (Viking Goddess of fertility, Love and beauty) and "Eyra" (Scandinavian goddess of health, also translated as Snow) ... but it seemed to me that the name "Eyra" was the shortest and simplest, in addition it fit perfectly with the melody of the second track (symphonic mixture with Gregorian chants) that I had thought for when we presented the game (It is a track that I will never give out and who will die with me). After talking about the name with Jav he replied: "Eyra, The Crow Maiden", telling me that the surprise was that the character would always be accompanied by a crow which would help in the battle. Art of the Norse goddess Eir (or Eyra) From making the GB sketch we focused on a version for Mega Drive, I can tell you that I was working as a programmer for Eyra (Mega Drive) for 3 months, until Jav told me that he would not work on it again if there was no money involved. Which I can understand perfectly, we had already worked hard on the Kung Fu UFO project and with a disastrous crowdfunding campaign with a truncated ending. Then Jav and Adam teamed up to create Illmoore Bay inviting me to perform the music. In the interim of Illmoore, we stayed with my wife playing Galaga for a whole weekend on my beloved ATARI 7800. At one point "PUM!" it appeared in my head how the code should be to move those "little ships". While my wife played in the Atari for an hour and a half, I had programmed in Mega Drive the movements of two hordes of ships with the graphics ripped from the internet of the same game. After that I started asking myself questions: What if instead of moving the player only from left to right, he made it move in all 4 directions? What if I set the stage with scroll? And is it added shots like in RTYPE? Within two days, I remember sitting in front of the computer when the routine of targeted shots from the enemies tore through my mind like a "PUM" hit. I sat in front of the computer and started writing for exactly 4 hours. When I finished the code, I compiled it and it worked the first time without errors ... there I said to myself "How could I have thought about stopping programming if it is something that comes from my gut, something that comes out unintentionally, something I love?" Well, at that point it occurred to me that I could program a game of ships called GALATYX * and after selling it I could make some money to be able to finance the development of Eyra for Mega Drive ... https://youtu.be/oFWWTMLR2yE (It is fun to see how each person has the experience of it and sometimes it is in agreement with others and sometimes not). The crazy thing about all this is that life never turns out to be as one imagines it, the threads intertwine in unexpected ways. Finishing Illmoore Bay, one afternoon I get the call from Jav. He tells me that a unique opportunity had come up and it was to perform Eyra for the NES with a programmer and a musician, while Adam would be the visible face on Kickstarter ... to which I answered the honest truth, "I think It's fantastic that you can continue to grow and make your way, nobody or nothing ties you to me or to Retronerve (the team that we founded the two of us). Hopefully crowdfunding comes to fruition! " Well, it was great to see how not only did he make it to goal but there was interest from Mega Drive and SNES fans in having the game for these consoles. In the meantime Adam writes to me: "hey buddy, can you make music for SNES?" apparently, he had realized that for Mega Drive I can do a good job. LOL ... well, here I see myself just today doing minimal tweaks to deliver the SNES tracks along with this interview. Something fun to tell, it was a dream experience that I had (related to the Alpha states) and I tell it below: This happened to me almost ending the entire Eyra Mega Drive OST. I was very conscious in my dream and in the same transition in which several months had already passed in which the versions of Mega Drive and SNES were already finished and delivered to the backers, sitting at my computer I went to my YouTube channel to look for the OST of Eyra, specifically the "GAME OVER" track, then I saw an image where the character appeared on a screen with a red background and clearly heard a two-voice melody, with its respective groove of drums, bass and keyboards ... slightly awake, I became aware of what I was dreaming about and that that music and that image of "Game Over" did not yet exist. So I forced myself to get out of bed, sat at the computer, opened Deflemask and in about 5 minutes I wrote the melodies of the two voices that were still playing in my head. The next day I finished that track and I think that the same day Jav passed the Game Over image to the development team ... to my surprise the image was the same as I had dreamed of, well I made the music exactly the same as I heard in my dream of the future. * (The name GALATYX is in honor of my wife Paola Galati, who has always supported me blindly but consciously in all my dreams in this and other lives) Eyra’s game over screen -How did you first connect with Adam and Second Dimension, and what is the working dynamic like as you both work on your respective aspects of the games? I remember that I was developing Kung-Fu UFO in BasiegaXorz and reading in the forums I had understood that the same programming language for Mega Drive was Obsolete, but on the same page they said that there was a new Compiler that used the same Basiegaxorz routines but that its creator was still working on it. To say the least, there was a time when I was programming Kung-Fu UFO in both languages ... but in the end I decided on Second Basic because it still had support and there was someone on the planet who could give an answer. After having several compilation problems, I contacted a group of Spanish developers who currently program for Mega Drive. One of them answered me (nothing more and nothing less than "na_th_an", the programmer of "The Mojon Twins" (I take the opportunity to send him a greeting and tell him that he is my hero for so many homebrew games from ZX Spectrum, Amstrad CPC, Mega Drive, NES, etc.). He told me about the developer of Second Dimension: "Look, his name is Adam Welch, I have written to him several times and he answers very kindly, sometimes it may take 2 or 3 days, but he always answers. His email is ... ". After immediately contacting me with this subject he answered me the same day (to my surprise), not only very kindly but he was also a warm and attentive guy to my needs. Always responding positively and a very good disposition. We spent some time exchanging emails, I commented on some bugs that I found in the compiler which he not only corrected them, but also taught me some magic trick that his compiler could do and that I did not know. To close, I take the liberty of saying that he is a very good programmer and a very good person (how many people spend hundreds of hours developing a compiler for Mega Drive totally free? Two? Well, Adam is one of them :D) The work dynamic is very easy. I have been working making music and sfx for video games since 2011 (since 2005 in advertising for TV and cinema), for this reason I know exactly what a video game needs to be at the level of an AAA in my field. Adam is aware of it so he trusts me widely. Sometimes we talk about what way to take in musical styles and I am open to all opinions, but generally I like to surprise him with something that was not expected and that exceeds his expectations. -What new challenges or surprises surfaced in developing The Curse of Illmoore Bay and Eyra-The Crow Maiden? What lessons did you learn that you would like to share with the people who aspire to follow in your footsteps? I never really thought that there were people who wanted to follow in my footsteps. If they exist, I will only tell them to work on their dreams and desires as hard as they can, also tell them that in the face of bumps and falls there is no other option but to get up and keep walking. There are always going to be failures, there are always going to be stones in the way. The important thing is always to keep doing what you love to do, consistently. Always knocking on doors even if your hands hurt, because maybe that door that you didn't knock is just the one they were willing to open for you. DO NOT GIVE UP! -What aspects of The Curse of Illmoore Bay and Eyra-The Crow Maiden are you most proud of? HAHAH ... I am amused by the answer ... I remember it was 1993, I was sitting in front of my TK90x programming a 4 channel 1 bit music editor: 3 tone sounds and the 4th percussion. As I was programming it, I was also trying to compose some grooves to check the sound of the drums ... until at one point my father came into my room and said, laughing almost out loud: "Oh my God! Those sounds seem like farts! hahaha "... we both ended up laughing because he was right. Unfortunately I lost a lot of my 90's shows. But at that time I dreamed of making music for SNES or Mega Drive games, consoles that our parents would not buy us (me and my siblings) because they did not want to see us playing but preferred to give them a computer so that we could learn to program and design. Somehow my wish as a child-adolescent 25 years later comes true with the games that today can be enjoyed. That's what I'm proud of, to be able to create content for the consoles that RETRO-FANS love so much. -Are there any other projects you have lined up on the horizon, SNES, Genesis, or otherwise? I can say that I am working as a programmer with two development teams for Mega Drive/Genesis. There are several games on the horizon but they will come out one by one. There will also be a homebrew for ZX Spectrum and ZX Spectrum-NEXT from STARWARS in which we were working with my friend Raulo Pachelo, who passed away over a month ago, a game that I will finish to honor him. -Are there any homebrew games in development that you are excited to play? Of course, I have several favorite homebrews, for example Sword Of Ianna on ZX Spectrum (which in my opinion is an 8-bit work of art), from the same machine at home we play Alter Ego, Old Tower, Maritrini Freelance Monster Slayer, Valley of Rains (another work of art), In Mega Drive I usually play Xeno Crisis, Mega Cheril, UWOL and Illmoore Bay. In the C64 I like to play Xavier Binary Zone (with the great music of Chris Lightfoot R.I.P.) and when there are more than 4 of us we play Space Lords. Screenshot from Xeno Crisis for Seg Genesis (and other consoles) -I really appreciate you taking the time to talk with me and share your experiences. Is there anything else you would like to tell readers and fans? First of all, I am the one who has to thank you for your patience and interest in my person, interest in my work, which is my art and the internal manifestations of my being. Personally, to the fans, I have taken a lot of time to dedicate to these soundtracks and I have put a lot of love in them so that the sound chips of your SNES and MEGA DRIVE consoles KEEP ROARING new tunes. Also say thank you for trusting us developers to do our part. Hopefully they can appreciate the work and dedication. Finally, personally I would like to count on your support for my future projects, especially for MEGA DRIVE. Pay attention. I would like to thank: Valentina Abreu, Mia Luna Abreu, Teresita Mederos, Juan Eliseo Abreu, Daniel, Nicolás, Gustavo, Juan Guillermo Abreu, Daniel J McCormick, Adam Welch, Javier Leal, Alekmaul, Sebastián Blanco, Sebastian Racedo, Mario Villar, Funfu Rafael Dos Santos, Rodolfo Guerra, Antonio Vázquez, Roberto Pachelo, Raulo Pachelo, Chivy Tayler, Paul Darwin, Daniel Lorenzo, Javier Brum, The Mojon Twins, George Prescott, Leander, Alice, Migue, Daniel Sanz, Jordi Montornés Solé, Flx, Danibus, Pedro L, Samuel, r2d2rigo, Tapule, Pablo, Manu Segura, Bruce Rodriguez, Pablo, jgnavarro, Jarlaxe, Rafa Castillo, McKlain, Felipe Mongue Corbalan, Sofi Galati, Miguel Sinclair, Daviz Pow, Ben-kenobi, wilco2009, JC Galvañ, Mikes, Fernando Samper Perez, Kuis, Pablo Cascallares, Luis Abreu, flopping, ZUPP FOX, kr4k4t04, Eduardo Fontana, Ismael Pardo Di Nardo, al Pelado, Mauro Flores, pmasterBR, Yuri D'avila, Lu, Luiz Nai, Cetics, Alexsandro, Matheus Castellar, Ariel, Luis Fernandez, Amiten, El Espectrumero Javi Ortiz, to homebrews fan sponsors, and very especially to Paola Galati for all her unconditional love. If you want to write to me you can do it at tacha.music.sfx@gmail.com Armen Mardirossian @ArmenMARD80 -Before we dive into The Curse of Illmoore Bay, I would love to talk about you and your background. What first inspired you to be an artist generally, and more specifically how did you break into homebrew game art? I am a professional hand-drawn animator/story-boarder, character designer and pixel artist from France. Being primarily a hand-drawn animator and story-boarder for 20 years, I have been doing this before being involved in the homebrew/indie game scene. I began in this field in 2008 by contacting Gwenael Godde who asked me to draw the final character designs and illustrations for the game Pier Solar, as well as draw the cinematic still artworks that punctuate the game’s main events. I drew the original storyboards which were then translated into pixel art form. Cutscene art from Pier Solar and the Great Architects by Armen -Who are your influences? And whose work are you watching closely now? There are several animation works, notably some anime works from the 70s, 80s or 90s which influenced my style. Without entering into details, I was inspired by the aesthetics but above all by the way these shows, which were sometimes limited in terms of animation, conveyed emotions through the way of drawing characters as well as effective cinematography and storytelling. Having my own style now for almost 20 years, I am not influenced by anything specific, and to be honest, I haven’t watched any new anime for years now. In terms of video games, I began playing at the end of the 80s. I am mostly a fan of RPGs like the Final Fantasy, Lunar, or Dragon Quest series as well as much more obscure ones. Playing these kinds of games in the course of the years has also influenced my style and work to a certain extent. -You've also created art for other homebrews, including Pier Solar, Kraut Buster, and the Battle Kid games. Do you feel that your art has any qualities that are uniquely you? How would you describe your aesthetic? For Pier Solar, I was character designer and cinematics director for the original Mega Drive release and later for its HD re-release. My style defined the final visual appearance of the characters and visual scenes for the 16-bit version, which were later used as a base for the recreation of the cinematics as well as the in-game portraits I drew and the 3-minute opening animation I directed for the HD version. Pier Solar HD opening animation: https://www.youtube.com/watch?v=1gEVmedSG0k I directed the attract mode intro and ending of Kraut Buster for the Neo Geo. I storyboarded/directed the sequence and drew the original artworks and pixel art which were then adapted by the game team to coincide with the in-game graphics style which explains why it is a bit different visually from my other works. Kraut Buster Neo Geo opening animation: https://www.youtube.com/watch?v=UNOZypqAgZc For Battle Kid 2, I created the character artworks and cutscenes when the games originally came out on the NES. I reprised this role to recreate the cutscenes in my style for Battle Kid 1 when it was reissued for the Japanese Famicom version. In the Mega Drive scene, I was also the cutscene and animation director of Tanglewood by Matt Phillips. Screenshot from Tanglewood I think what is unique to my work and contrary to other people who only create still artworks for game covers or promotional character art, is that I am in general asked to create animated introduction or cinematics to improve the overall game experience. This allows to convey more emotions and attract more interest through a cinematographic sequence rather than a simple still artwork. I know excerpts from the opening animation of Pier Solar HD were for example used for the 2014 E3 game trailer which helped to promote the game on modern platforms to a new audience. Also in terms of pure style/aesthetic, I tend to put a lot of care and attention when drawing the expressions and posing of the characters. -What tools do you use to create your art? For animation, I use Adobe programs such as Photoshop, after effect effects and premiere and a specific Japanese app to draw and color the animation cells and artworks efficiently. -Your art includes Flipnote animation of The Legend of Zelda and artwork inspired by Death Stranding. Is the experience of developing art from an existing world of established characters more limiting or is it more fun to play in a more defined sandbox? The Zelda Flipnote was submitted to Nintendo in 2011 for the 25th anniversary of Zelda, before they begin the dev on breath of the wild and it was seen by the main creators of the series such as Miyamoto, Aonuma, Takashi Tezuka. (Nintendo people had also seen the Pier Solar HD trailer when it came out in 2014). It’s funny to think I had showed in this animation Link with a hood at the edge of a cliff looking at the castle, so who knows maybe it inspired them or at least some of the Nintendo dev team? I think it is pretty interesting to create something based on a preexisting universe and put your own take on it, especially if it’s a franchise you love. It’s not necessarily limiting but different from something you create from the ground in terms of story, character and world setting. For example I had created in 2005 a personal animation short which was an original work titled Human Recollections I had submitted to the Japanese animation company STUDIO4°C (known for producing the Steamboy, Animatrix and the Berserk anime) for the next Genius Party contest in 2007. It remained on their page for several weeks allowing it to be seen by Japanese animation/game studios like Ghibli, Madhouse, Nintendo and such. This gives you a total freedom in terms of creativity but is also much more time consuming/complex to determine the tone of the universe that will be shown. -Tell me about the development of the art you created for the Limited Edition for The Curse of Illmoore Bay, what is your creative process? Actually it was a rather short process as the characters weren’t complex to draw in terms of detail. I looked at the original cover which was available and created the art in my own style and by giving a dynamic pose to the characters. -How did you first connect with Adam and Second Dimension, and what was the working dynamic like? After Pier Solar came out in 2010, Adam was developing an RPG called Affinity Sorrow, I drew the main characters design/model sheets back then. But if I remember correctly the dev stopped sometime later. Apparently, development on the game has started again last year. We’ve been hearing a lot about this one, better keep an eye on it -What new challenges or surprises surfaced in your work on The Curse of Illmoore Bay? What lessons did you learn that you would like to share with the people who aspire to follow in your footsteps? Actually, there wasn’t anything special which happened. As I said, it was a very straightforward process to create the cover art. -Is there another project after The Curse of Illmoore Bay on the horizon? Another dream project that you hope to bring into existence, video game or otherwise? I can’t talk about it for now, but there may be something in the future. -Are there any homebrew games in development that you are excited to play? Nothing in particular comes to my mind, but what I notice is that compared to 2010 when Pier Solar came out, there is now much more games which are being developed in the indie/homebrew scene. -I really appreciate you taking the time to talk with me and share your experiences. Is there anything else you would like to tell readers and fans? I think it’s nice that people are still interested by playing new games on their old consoles. Their passion allows developers to still create new games for these old platforms. Conclusion: Thanks for tuning in to part one of two, in this latest entry of the series that shares the stories behind your favorite new homebrew games. What are your thoughts on The Curse of Illmoore Bay and Eyra-The Crow Maiden and its talented development teams? What homebrews are you eagerly looking forward to? Perhaps you’ll see them here soon when…A Homebrew Draws Near! Command?
  14. Deadeye

    007 Lizard

    Another long play episode with developer commentary and interview. This episode is on Lizard, a NES homebrew, and joining me is @rainwarrior
  15. Figured I might as well start showing off my nice pickups! First up is Holly Jolly NES Mix, a Christmas music cart. Been looking for awhile and going to enjoy it for many holidays to come. Thanks @MattyB !
  16. A Homebrew Draws Near! A blog series by @Scrobins Episode 3: Anguna: Scourge of the Goblin King Introduction: Just about every classic console has experienced new life with the rise of homebrew games to supplement its library. However few homebrewers develop games beyond one preferred console. Those brewers who dare to branch out find new challenges to enhance their skills, and new audiences eager to play with the fruits of their efforts. For this entry, I’m covering Anguna: Scourge of the Goblin King (formerly Anguna Zero), an action-adventure game for the NES by Nathan Tolbert, with music by Thomas Cipollone, and character graphics by Chris Hildenbrand. Anguna is preceded by three franchise siblings released for three different consoles. As of the time of this writing, Anguna is in-development and nearing completion, but an early build of the game is available to Nathan’s Patreon supporters. UPDATE: On May 21, 2021, Anguna: Scourge of the Goblin King launched on Kickstarter, meeting its initial funding goal within its first few hours. The game will be published by The 6502 Collective. Development Team: @gauauu/Bite the Chili Productions (Nathan Tolbert): programming and game design @humanthomas (Thomas Cipollone): music SpriteAttack (Chris Hildenbrand): character graphics Game Evolution: Nathan’s Anguna games have a long lineage, and to appreciate Anguna for the NES, I must begin with its forebears. Nathan joined the development side of the homebrew community in 2004 when he decided to learn programming and bought a Gameboy Advance flash cart. By 2008, Nathan released Anguna: Warriors of Virtue for the Gameboy Advance as well as the Nintendo DS. The game took the best elements of The Legend of Zelda and instilled its own personality. Anguna: Warriors of Virtue featured 5 dungeons spread across a vast overworld populated with a variety of monsters guarding hidden rooms and power-ups. Screenshot from Anguna: Warriors of Virtue In 2014, Nathan announced he had begun work on a port/sequel to Anguna: Warriors of Virtue for the Atari 2600 simply titled Anguna. Over the next few years, Nathan worked on this Anguna game with the help of eager beta-testers on AtariAge. By 2017, a final build of the game was available for purchase. Like its predecessors, Anguna offered players a sprawling overworld speckled with dungeons and monsters. A unique feature allowed players to save their progress with a password or an AtariVox, a device that plugs into the console’s second joystick port and can save data. Anguna 2600, Minty Cart & Manual In April 2020, Nathan announced that he was nearing completion of an NES port of his Anguna 2600 game in posts on Video Game Sage and NESDev. This new game, Anguna would carry over the big overworld, experience points system, and the in-game inventory and map screen of its Atari sibling, but with enhanced graphics and the chiptune stylings of Thomas Cipollone. Gameplay Overview: Anguna is an action-adventure game with roots in The Legend of Zelda as well as other adventure gems of the NES’ licensed era. You begin the game armed with your sword, locked away in the first dungeon; but by the time you reach the first boss you will have (hopefully) gained a bow & arrow. Once you escape, you will find yourself in an expansive overworld open to exploration and dotted with an assortment of monsters ranging from the familiar slime to sentient wisps of flame. Although the game’s world is vast, an in-game inventory also provides a map to chart your exploration and assuage the anxiety of players who fear getting lost. Especially if you’re always taking that wrong turn at Albuquerque. Anguna channels Crystalis with an experience points system that will increase and replenish your life meter with each level-up. But you needn’t wait for a level-up if your health reaches critical because some monsters will transform into a fully cooked rotisserie chicken when defeated à la Castlevania or Streets of Rage. I’m not comparing it to Zelda because you don’t know what kind of “meat” that is Also scattered throughout the landscape are keys that open more of the world and allow access to special items such as dynamite (which is a key of sorts, only louder). Once you’ve obtained some power-ups for the first time, enemies will start dropping them in battle, which is very nice of them. While experience level-ups increase your health, swords and shields are hidden throughout the world that will level-up your attack and defense respectively. Some of these power-ups are in plain sight and others are hidden in secret rooms, requiring either a special item or your cunning in finding secret passageways to reach them. Anguna’s story is simple, you’ve been captured by the minions of the Goblin King. You need to break out, then find and vanquish the Goblin King to save the day. Apparently this is a regular thing with you. Fortunately, the Goblin King reads from Dr. Evil’s playbook and he put you in an easily escapable situation with 2 inept guards…er, slimes (no word yet on the overly elaborate and exotic death). Beyond that, the story is what you make of it: no dialog with supporting characters, no continents of more difficult monsters across a bridge requiring bouts of grinding, no handholding. Writer’s Review: Anguna uses its setting and minimal premise to provide a game that lets your imagination dominate. The prologue sets up enough story for you to understand where you begin and where you will end, but you won’t be required to keep track of information fed to you by other characters or locate the town or dungeon you’re “supposed” to visit next. As much as I like an immersive story, I also appreciate a game that trusts my gamer’s intuition enough to assume I already know the basics and can figure out the rest. There are enough locked gates and obstacles to prevent you from blundering into the final boss in the first 5 minutes, so don’t worry about accidentally taking shortcuts that might shortchange your gameplay. However if you are the type of player who doesn’t like to be completely adrift, the overworld map in your inventory charts your exploration, showing where you are and where you’ve been. Using your intuition toward gaps in the map will force you to consider what you should do next and make a few hunches about what you will find. This design makes Anguna both challenging and fun. Instead of being spoon-fed every step of my quest, the environment’s limits informed me. For instance, in my first playthrough, I reached the first boss before obtaining the bow & arrow. It was immediately clear during the battle that my sword was insufficient, and somewhere nearby was a more suitable weapon. There’s got to be a better way! The game’s controls are intuitive: one button swings your sword, the other uses special items once you’ve found them, and the d-pad offers crisp 8-directional movement for exploring every last pixel of the land and dungeons for secrets. The graphics convey an ancient, lived-in world with a mythos left blank for you to fill in. Nathan is skilled in providing just enough detail to set a mood without overwhelming you. I loved how the dungeons’ brickwork is apparent by a few patches on the walls and floor, communicating a sense of texture and decay, substance and ambiance, without programming a brick pattern across the entire screen that would otherwise distract me from anything else happening in the game. I also enjoyed the character’s design and animation. The protagonist’s red armor stands out, and I love how his entire body (including his cape) moves when he swings his sword; it’s reminiscent of Link but with more motion. Chris’ designs for several of the monsters recall classic NES staples, offering an air of familiarity but with their own unique look. Snakes behave like the Ropes of The Legend of Zelda and the Loopers of StarTropics but look much cuter. Anguna’s slimes are decidedly less adorable than their Dragon Warrior siblings but are the same initial sword fodder that help you get a feel for the controls. As Nathan sketches a landscape of adventure, Thomas’ music fills in the picture with the color of his music. Tracks are more than a quick theme looping over and over; each song begins with a sound that feels instantly appropriate for the setting it accompanies but builds and evolves with time. The overworld theme starts over simple and adventurous but soon crackles with excitement, as if to celebrate you survived long enough to hear it to completion. The dungeon theme begins with a sense of mystery but accelerates with tension, warning you of the dangers deeper within. There is also something else familiar about Thomas’ soundtrack; it is evocative of the chiptunes of classic NES games. More than that, as I tried to put my finger to what felt so familiar, I realized the music reminded me of the great soundtracks of Realtime Associates, who worked on such games as Maniac Mansion and Dick Tracy. This logo is aggressively early 90s and I love it Anguna is an excellent example of a game going “back to basics”, stripping down an action-adventure to its most essential elements and doing them justice. This game is addictive in its simplicity. When you die, you might grumble aloud that you’re going to give the gave one more try. And then you realize you’ve told yourself that over and over for the past hour. And even then you’re going to keep playing. Interviews: Anguna: Scourge of the Goblin King is a game that pulls together the most fun ingredients of an action-adventure and elevates each to create a fun game in which my imagination can run wild with a blank canvas. I spoke with Nathan and Thomas to learn more. (Note: these interviews took place before the game's official release, therefore all references to the game use the then-working title Anguna Zero). gauauu -Before we dive into Anguna Zero, I would love to talk about you and your background. What first inspired you to become a homebrewer? What is the origin story of Nathan Tolbert? I've been interested in programming video games for almost as long as I could read. My parents bought a TI-99 4/a computer when I was young, and it had a book called "Beginner's Basic" that we started working through as a family. Everyone else in the family immediately got bored of it, but I was hooked, and started making terrible video games. In 2003 or so, (just a couple years out of college, and newly married), I discovered homebrew, and was immediately fascinated with the idea. My dream had always been to make a game for a real console! I started looking around to see what system had homebrew that was both relatively easy to write, and also inexpensive to get started on. Gameboy Advance looked like a winner. In 2004 I picked up a GBA flash cart at a street market (we were living in China at the time) and started programming. I knew that I wanted to make either a Zelda-like adventure, or a Blaster Master-inspired metroidvania adventure (which I'm finally working on 15 years later!) Somehow the Zelda-like idea won out in my mind. I made a one-level demo with terrible graphics, and Chris Hildenbrand showed up and volunteered to help redo the graphics, which led to the GBA and DS versions that I ended up releasing a couple years later. -What is the significance of the Bite the Chili name as well as your gauauu username on VGS and NESDev? Bite the Chili Productions is a silly reference to the very first internet advertisement that I saw. Back in the mid 90's, there were all sorts of banner ads like "Punch the monkey and win a prize!". Aw man, I can’t wait to post about this on GeoCities and tell all my friends on AIM! The first time we got on the internet, it was with slow dial-up, and we waited maybe 5 minutes for a page to load. The very first thing we saw was a banner ad saying, "Bite the Chili to win!" It was a running joke among my friends, and just stuck. Similarly, the name gauauu was a high-school joke based on me not liking the game Final Fantasy 3 (or whatever number they call that game in the reset of the world). I made fun of the Gau character, and somehow I kept the name. Strange that my name is based on a character and game that I don't even like. Some things are best left on the Veldt. -Who are your influences? And whose work are you watching closely now? My influences are primarily the old NES games that captured my imagination as a kid. Zelda, Metroid, Blaster Master, Ninja Gaiden, etc. were just amazing to me, and have formed my idea of what a fun video game is. I don't really play a lot of newer games, although the games VVVVVV and Killer Queen are two modern games that have really pushed me to think about game design. As far as who I'm watching now -- at this point, I mostly enjoy the community aspects -- talking about design decisions in our games, and seeing others work through their big games. I'm most interested in anyone in the NES community that's regularly posting updates about what they're working on. Things like Nova the Squirrel 2, Chris Cacciatore's in-progress Zelda-like Janus, and watching Paul work on his Alwa port, are super fun for me. I'm probably forgetting lots of others. Paul Molloy aka InfiniteNESLives showing off his progress on an NES port of Alwa’s Awakening -Your work on the Anguna series spans generations of gaming consoles from the Atari 2600 to the Nintendo DS. In developing your games would you say they have any qualities that seem quintessentially you that you have maintained across platforms? How would you describe your aesthetic? One of the essential things about Anguna and the various ports/sequels, is that there's only a silly little introductory plot, and nothing else as far as dialog, towns, or story progression. There's also very little hand-holding. I really wanted to recapture the feeling from the original Legend of Zelda where you entered a world and just had to wander around to figure out where to go. I don't think I actually succeeded very well in that goal, but it formed the idea of what Anguna is: a Zelda-like where you just have to explore and see what you can find. In making the Atari port (which later also became the NES version, Anguna Zero), I decided to take the same general game pacing and structure, but rearrange the world. The first dungeon is mostly the same in all versions, and the general order of dungeons, upgrades, and progress is the same. But the world and dungeon maps are completely redesigned for the Atari version (which shares a general map with the upcoming Anguna Zero). -What tools do you use to code? I do most of my code editing in gVim on Linux (although I've also been using Jetbrains' CLion for projects that involve a lot of C). I tend to use Makefiles and python scripts to manage the build process. I also use Tiled, which is an incredibly versatile open-source tile map editor, in many of my projects. And I can't forget to mention Mesen. Without Sour's amazing emulator, this would be a much more frustrating hobby than it is. -You are also known for your entries in the Annual NESDev Coding Competition such as Spacey McRacey, Robo-Ninja Climb, Super Homebrew War, and nnnnnn, each game more addicting than the last. Do you have a different attitude toward your entries in the competition versus your “feature-length” games? Is the experience of developing them different? Yeah, I tend to view them very differently. I usually dream big: I have ideas for large games that usually take me 2-4 years to complete, with a giant scope, so they tend to occupy the bulk of my development efforts. But the NESDev competition is a great outlet for throwing together a complete game in a short amount of time. Having a target date and audience is great for helping me brainstorm a fun idea, and race to implement it as fast as possible. nnnnnn, in particular, was fun in that I wanted to see if I could make an enjoyable game in a week's worth of evenings (it helps that I stole the idea directly from vvvvvv, so I didn't have to make many game design decisions). I also like to use the compo to make 4-player games. I've always loved things like Super Bomberman, where you play with a big group of friends on a couch. And like I mentioned before, I was really inspired by the group dynamics of playing Killer Queen in the arcade. I had a particular moment, the first year I went to Midwest Gaming Classic, where I looked around a room, and watched a bunch of people playing games, but nobody talking to each other. It made me feel sad, realizing that this hobby can sometimes isolate people instead of bringing them together. So I decided to make a goal to create more 4-player games in an effort to bring people together. I can really see the difference at conventions: when a group of 4 people are all laughing together or yelling at each other playing Super Homebrew War or nnnnnn together, I feel like I succeeded in that goal. The 4th player in this stock photo is America. -You started homebrewing around 2004/2005 with your Gameboy Advance and Nintendo DS game Anguna: Warriors of Virtue. How has your approach to homebrewing changed in the 15-16 years since? After finishing the original Anguna, I had wanted to make more games, but the GBA community had really dried up, and I was having trouble finding an artist. So I took a detour and made an Android game (RoboNinja, a metroidvania based on the idea of exploring a big world entirely using the overplayed guy-who-never-stops-running tap-to-jump mechanic. I still wonder if it's the world's first tap-to-jump-runner metroidvania). I had been thinking that I'd like to make NES games, but the idea of making a giant NES game entirely in 6502 assembly intimidated me. So I figured I'd start with the Atari (which also uses a 6502), thinking that it would be easier to learn on. The Atari has its own crazy challenges, so I'm not sure it was much easier, but I decided to just dive into seeing what a port/demake of Anguna would look like. I mentioned previously some of my design ideas (reworking the world but keeping the structure the same), and some of the limitations were based on the limitations of system (Anguna 2600 never mixes enemy types on one screen, because with the Atari's 128 bytes of RAM, I didn't have enough RAM to manage multiple enemy types at once). While my Atari goals were initially just to have fun playing with the system, the game turned out to generate some interest, so I happily published copies through AtariAge. After finishing that, I figured it was time to finally start on Halcyon: my Blaster Master-style game that I had been dreaming about for years. I started working on that with Frankengraphics doing art. I didn't really have any plans for a NES Anguna at the time, but this past Christmas, my progress on Halcyon was on hold while she was finishing things up with Project Blue. I was a little jealous seeing other people release cool games, and frustrated that Halcyon was taking so long, so I decided to see if I could make a medium-sized NES game in just a few months. Starting with the game design and even a good bit of code from the Atari 2600 version, it was a fun challenge to see whether I could take the Atari game, and upgrade it to a reasonable (but modest) NES adventure in a short amount of time. Which is why the title is (tentatively) Anguna Zero -- I wanted something to signify that this isn't a new big epic version that really pushes the NES to the limits, but instead of a medium-scoped adventure based on the earlier Atari game. Screenshot from Halcyon -Ever since my first episode, M-Tee planted this idea in my mind that a game’s protagonist serves as the player's point of immersion in the game, informing how we understand the game's world. I also believe that the protagonist’s design serves as a reflection of its designer. What was the intention behind the design of Anguna’s protagonist, and how has his design evolved across each prior Anguna game? The original Anguna had a subtitle "Warriors of Virtue", which referred, not to the cheesy Kangaroo adventure movie, but to an equally cheesy pen-and-paper role playing game that I designed and played with my brother and best friends back in middle school and high school. My original idea of Anguna was to take place in that world, and the character was going to be Narkstan Greenthorne, a warrior with a short fuse that my friend had played in one of our campaigns (who happened to get captured by bad guys quite often). If ever there was a character who sounded like he knew Guybrush Threepwood, it’s Narkstan Greenthorne. But when Chris reworked the graphics for him, it really changed the tone of the character, and he instead became a nameless hero, sort of a blank slate of a character. I really ended up liking that concept (which fit nicely with the silly lack of plot). You can imagine him being however you want, because he's just your vehicle for exploring the world. It's been 15 years or so, and he still doesn't even have a name (to make it even more vague, the name Anguna itself isn't the name of the character, the world, or anything. It's just the name of the game). The graphical design of the character has changed a little bit, from the Atari to the NES, but the general idea is the same: some nameless warrior, dressed in red, ready to explore the world and beat some bad guys! -Tell me more about your pen-and-paper role playing game from middle and high school. Oh man, it was terrible. My parents were among those folks that were convinced that Dungeons and Dragon was evil, but they were ok with us making up our own version. So we made up a rule set that was sort of a mix between D&D and Final Fantasy 1. And it was as horribly unbalanced and ridiculous as you'd expect from 7th graders. But somehow it became reasonably popular among the nerds (and even some of the D&D-playing jocks) at our school. We ran one campaign that lasted for a few years which was fun, and it's where the winged-bat-looking "hobgoblin" creatures from Anguna came from -- I had a bag of cheap plastic monsters from the dollar store that we used for battles, and the black bat things were the primary hobgoblin enemy from that campaign. Our game came much before the movie of the same name, so it cracked us up when the movie about warrior kangaroos came out. Nightmare fuel in its purest form -What new challenges or surprises surfaced in developing Anguna Zero for the NES as opposed to its Atari 2600 counterpart, or even the original game on Gameboy Advance and Nintendo DS? What lessons did you learn that you would like to share with the people who aspire to follow in your footsteps? The process of making Anguna 2600 was figuring out how to simplify everything as much as possible, and scale everything back. Dynamite just made your sword blow up things. The boots were always equipped. The fun challenge of Anguna Zero was taking that scaled-down Atari version, and figuring out how to scale it back up to an appropriate game for the NES (but doing that as quickly as possible). Reworking the subscreen and map system, and fixing the inventory back to a "one item at a time" system, were the most important immediate things. I was able to reuse my metatile map tools from Halcyon to redesign each room, so that part, although completely different from the Atari version, ended up being fairly quick. The hardest part definitely ended up being the dark rooms before you have the lantern. On the GBA version, the hardware has a really easy HDMA trick for making nicely shaped pockets of lit areas surrounded by darkness (like the key effect on Super Mario World). The Atari also had a nice easy trick, almost identical to what was used in the old game Adventure, where you set the background and foreground to be the same color, but put a big orange sprite with a priority in-between foreground and background. The NES has no such easy tricks. So I just end up rewriting background tiles as you move around the room (with some nice curved sprites on the corners). In essence, it's almost the same logic as an 8-way scrolling engine (loading in new tiles at the front as you move), only it's just scrolling the area right around the player. I laughed afterwards, because I purposefully avoided any scrolling in the game (to simplify it), but I ended up spending a ridiculous percentage of my time working on that darkness effect, which is so similar to scrolling. As far as lessons learned? That's a great question. I think there's something really fun about adapting an idea across multiple systems, and learning each system as you go. But it's been such a weird random path, that I'm not sure that any sane person would aspire to it. Screenshot from Anguna for the Atari 2600 -Thomas Cipollone aka HumanThomas, who served as the music director for the Haunted Halloween games and Full Quiet is working on the music for Anguna Zero. How did you two first connect and what is the working dynamic like as you both work on your respective aspects of the game? I've been impressed with Thomas' work ever since I joined the NES scene, and we had touched base a few times in the past about the possibility of working together, but nothing had ever really been the right timing. But with Anguna Zero, I knew I wanted some cool music, and wanted something quickly. I was fairly far along when I contacted Thomas and asked if I could hire him to make a small soundtrack on a fairly short timeline, and he came through wonderfully. The working dynamic has been really simple -- I had a list of a few types of songs (overworld, dungeon, etc.), and in amazingly quick time, he handed me back some great songs. I've been so impressed with his work. -Do you have a release date in mind for Anguna Zero? Are you thinking of launching a crowdfunding campaign? Do you intend to sell the game directly, or will someone else handle distribution? The release date was supposed to be about a month ago, but the folks at the 6502 Collective (who I'm going to work with for publishing) convinced me to hire someone to do a facelift on some of the graphics. So I don't have an exact date now, but the game is finished other than those graphical improvements. Once those are in place, it will be ready to go! I don't know that we'll do a big crowdfunding campaign (I'm saving my marketing energy for Halcyon), but we'll definitely do a physical release as well as a rom release. I've been toying with the idea of doing an "Anguna collector's treasure box" release with the GBA, Atari, and NES games all in one special edition packaging, but that assumes that I can manage to make the GBA version available again. We'll see -There is a lot of buzz around another project you are working on (and mentioned earlier): Halcyon, a sci-fi metroidvania adventure with some Blaster Master vibes. How is that game progressing? Are there any other projects you have lined up on the horizon, NES or otherwise? Yeah, Halcyon has been a giant project -- a short of mashup of Blaster Master and Metroid. Oh man, I had originally hoped to have it finished this fall, but it's just not going to happen that early. The engine is finished other than any new special cases that we dream up for the end-game. The content (general rough maps, enemies, weapons, powerups) is probably 75% mapped out and ready, but with a lot of placeholder graphics for now. I've got a few more areas to map out, and then I need to go back and fill in a handful of bosses that I've skipped. So it's getting there, but definitely later than the fall of 2020 goal that I had been telling people. Other projects? I'm always dreaming about the next project as I get to the 50% mark on a game. I don't have anything definite, or any designs on paper, but I have dreams of doing a 4-player "party game mix" cart, an old-school RPG (possibly with an online component thanks to the awesome work that folks like Paul of Infinite NES Lives, Roger Bidon, and Broke Studio are doing in that area), a contra-like action game, and making the jump to SNES and making Anguna or some other large game there. That sounds like about 15 years of work, to do all of those, so we'll see what happens.... Broke Studio and Roger Bidon demonstrating their breakthrough in online real-time NES gaming! -Are there any homebrew games in development that you are excited to play? Homebrew games that I'm excited to play? Oh man, what are all the large games that have been teased? Full Quiet, Orange Island, Trophy (although I got to help test it, so I did get to try it already), Mall Brawl, Janus, Space Soviets, and others that I probably forgot. Kevin also teased some awesome-looking cyberpunk game that I can't wait to see more of. Wouldn’t we all? -I really appreciate you taking the time to talk with me and share your experiences. Is there anything else you would like to tell readers and fans? Thanks for giving me a chance to talk about my game, and thanks for writing these articles, it's been fun to read about the development of other upcoming games! humanthomas -Before we dive into Anguna Zero, I'd love to talk about you and your background. What first inspired you to be a musician? What led you to compose music for homebrew games? What is the origin story of humanthomas? My interest in being a musician started young. I started playing guitar at age 11, and have kept up with it ever since. The first homebrew game that I composed for was Haunted: Halloween '85. A friend of mine sent me a reddit post of these dudes looking for a composer for an NES game. I had no experience with the NES other than playing it, but I knew that I could pull it off. After sending my backlog of other compositions and recordings, they decided to take me on for the project. Screenshot from Haunted: Halloween ‘85 -Who are your influences? And whose work are you watching closely now? From back in the day, Nobuo Uematsu, Takashi Tateishi, & Yasunori Mitsuda. The Final Fantasy, Mega Man, and Chrono Trigger soundtracks have had a huge impact on me. I didn't know it at the time, but just playing those games taught me so much about creating music for specific atmosphere and mood. More recently, I've been studying Tim Follin's NES work and Disasterpeace for modern stuff. Follin worked on NES game soundtracks such as Solstice, Treasure Master, Silver Surfer, and Taito’s Indiana Jones and the Last Crusade -In addition to your musical work on homebrew games, you lead a musical collaboration project called Modern Dog, in which you compose tracks that other musicians then contribute to. What inspired you to create this shared musical experience? The idea popped up around the start of the pandemic. A lot of my friends are musicians and since no one can play shows or work right now, I figured I could help take their minds off of the madness with a new approach to a recording project. The main idea is as follows - I make a base of a track and send it out to as many different players as possible. I tell them that they can add as much or as little as they like, then I pick what I like most and mix it down. The most fun part is that none of the folks contributing get to hear the other parts until the song is finalized. It has been awesome to collaborate with folks outside of my regular musical circle. Album cover art for Modern Dog’s album Night Vision -Since contributors don’t hear the final product until everything is finished, their reactions must be fun. Have these collaborations sparked inspiration for even more new music? Modern Dog will definitely be a continued project now. I hope to put a full album worth of material for it eventually. -Do you feel that your music has any qualities that are quintessentially you? How would you describe your aesthetic? Describing the aesthetic is tough. I think that composing music for games is about being malleable and fitting in with the vibe of the game, on a stage-by-stage basis. As far as qualities that define my music goes, I like to focus on interesting chord voicings and also syncopation of rhythms. Also, long form melody - I love to evolve melodies over the course of the tune in a way that is not predictable. -What tools do you use to compose, generally as well as for games? For NES music, I am primarily using Famitracker. I have started experimenting with FamiStudio as well. It is ideal to have a guitar at hand so I can quickly run through ideas. But, if I'm not working at home, I just have to rely on my ear and my brain. -Tell me about the development of Anguna Zero’s music, what is your composition process? Is the creative process different compared to when you compose more traditional music? Any time I start a new project, the most important thing for me is if the head of the project has specific musical references they would like me to aim for. I try to take those references to heart but also apply my own style to it. Nathan let me have open license for Anguna, for the most part. I often sit down to the computer without a plan, whether I am writing video game music or traditional music, so the process is pretty similar either way. -Your work on homebrew games spans a wide assortment of gems such as the Haunted Halloween games, Full Quiet, and Shmup Speed. How has your approach to homebrew games evolved over the years? The biggest thing that has changed is my understanding of what is going on under the hood. For Haunted '85, I was clueless. I didn't understand the space restrictions. I didn't understand that a sound engine was even a thing. Now, I am actively thinking about how much space the music is going to take up as I am writing it. The goal for me is to make the most interesting sounding tunes while keeping it very space efficient. A word of advice: If you are reading this and want to compose music for the NES, just assume that you can't use any of the built-in effects of Famitracker. You're better off that way, it will save you a bunch of headaches in the future. Cartridge of Full Quiet -What new challenges or surprises surfaced in your work on Anguna Zero? What lessons did you learn that you would like to share with the people who aspire to follow in your footsteps? Fortunately, I did not run into any big hurdles while working on Anguna. I think now that I have a pretty solid understanding of Famitone 2, (the favored sound engine of most homebrewers nowadays) I can typically export the audio with minimal errors. The biggest hurdle is often getting past judging my own work. If the music functions in game and sounds good, that is all I can ask for. -How did you first connect with Nathan and what is the working dynamic like as you both work on your respective aspects of the game? Nathan and I met on Twitter a few years ago I do believe. I have been doing a lot of work recently with KHAN Games and Sole Goose Productions, so I think they may have put in a good word for me! Nathan is really easy to work with. He gives excellent feedback. He trusts me to do my thing correctly and vice versa. -Is there another project after Anguna Zero on the horizon? Another dream project that you hope to bring into existence, NES or otherwise? I have a few more secret things that I am working on. Unfortunately, I'm not sure that I can talk about them just yet! My dream is to make more NES and SNES soundtracks hopefully soon. I am open to commissions if anyone needs music! -Have you ever thought of releasing a chiptune album of your music, perhaps even on an NES cart (like Zi, another Thomas within the community)? I just started writing a full chiptune album, specifically for a cartridge, just this week. I have no timeline for release yet, but it will happen! -Are there any homebrew games in development that you are excited to play? I have been waiting for years to play RIKI's Famicom homebrew, Astro Ninja Man. One is on the way for me, but it won't be here for a while. I am really interested in eventually getting my hands on the online version of Super Tilt Bros. Wi-Fi NES carts, who knew the day would ever come?? Screenshot from Astro Ninja Man -I really appreciate you taking the time to talk with me and share your experiences. Is there anything else you would like to tell readers and fans? Thank you for spending time with me. The NES community has been very welcoming to me and I appreciate everyone a great deal. Anyone can feel free to reach out to talk about music, if you need music for a project, or just want advice about the process. SpriteAttack -Before we dive into Anguna, I would love to talk about you and your background. What first inspired you to become a graphic artist? What is the origin story of SpriteAttack? I bought a C64 when I was sixteen. A classmate sold his as he had lost interest in it. At first, it was all about the games but soon I was intrigued by the art and how it was created. I started wondering if some of those games couldn't be made to look better. I did pixel art with a joystick on an old TV screen. These days it just sounds insane but I did enjoy it. The C64 was soon replaced with an Amiga 2000, and the first game designs of my own and contacts to coders in my region. This led to floppy discs filled with pixel-art and finally the first released game. From that point on it was too much fun not to continue making art for computer games. -Who are your influences? And whose work are you watching closely now? I never really had one or two artists that I tried to follow. I used to watch a wide range of styles and a diverse spectrum of forums – not just gaming related but also design, art, product design, or even fan art. A few artists and artworks would inspire me to try out a different style. I still enjoy the Metal Slug artwork, Legends of Mana and the works of Henk Nieborg. Thor: God of Thunder (Nintendo DS Mockup), by Henk Nieborg -Your art for Anguna: Warriors of Virtue evokes some classic games, imbuing familiar tropes with unique personality. Would you say that your art has any qualities that are quintessentially you? How would you describe your aesthetic? It's hard for me to see 'my style' but a common trait seems to be vivid colours, a tendency to cuteness and cartoon characters. I try to maintain a high level of consistency in a game's art, UI, and feel. The styles may vary from game to game, depending on the system requirements, the game engine, and the tools available, but in the game, it should feel like one from start to finish. -What tools do you use to create? There's the old-fashioned sketchbook and two marker pens – they go where I go. Most of the computer work is now done in Affinity Designer and Affinity Photo. CorelDraw and Inkscape add some additional effects to my tool-set. I work with a gaming PC and two monitors plus a display graphic tablet yet still use the mouse for a lot of the vector art. -Tell me about your creative process? How does something evolve from your imagination to the page/screen? It depends a lot on the medium. My sketches usually 'just happen'. I start somewhere on the page and doodle and fill up the page with the marker. The game art and illustrations usually follow a building process. I start with basic shapes, outlines, and rough colours, adding more and more details as I go. I love to work from simple shapes (circles and rectangles) and add to them as the elements evolve. -I love to ask interviewees who played a role in designing characters, especially the protagonist, about whether there are elements of themselves found in their characters. I believe a game’s protagonist serves not only as the player's point of immersion in the game, informing how we understand the game's world, but also is a reflection of its designer. Was there any specific intention behind the design of Anguna’s protagonist and its other colorful characters? I wish there was. I don't think I am anything like the protagonists in my games. The main character in Anguna is a sword-swinging, arrow shooting knight in bright armor – basically the stereotype of a game of this genre. Most of the choices were based on the clear distinction between the hero and the enemies - red versus blue or green. I definitely got that impression -What new challenges or surprises surfaced in developing for Anguna as opposed to your other work? What lessons did you learn that you would like to share with the people who aspire to follow in your footsteps? It's hard to say. Anguna: Warriors of Virtue was developed a long time ago. Pixel-art was the only viable form of game art – the few vector art or 3D games out there were rarities. All the animations were hand placed and tested again and again to make the most of the few 'dots' you had at your disposal. These days there are tools out there that make it a lot easier. Animations are reusable if you use bone-based animation tools like spine, spriter, or dragon bones – just to name a few. Most game engines have their own animation tools built into the framework. Use the tools that are out there and continuously keep an eye on what's new. It could potentially make your work easier, more engaging, or simpler to implement by the coders. Learning and adapting to new tools, workflows and demands is essential if you want to do game art for a long time. - How did you first connect with Nathan for the game and what was the working dynamic like as you both work on your respective aspects of the game? I am sorry but I really can't remember how we connected. It would have been via one of the homebrew forums back in the days. I used to be rather active, commenting and showing my own work, making edits/reworks to posts to explain changes in a visual way. An image says more than a thousand words – and I am better with the art than the words anyway... - Are there any other projects you have lined up on the horizon, any dream projects? At the moment there is nothing lined up. I had to shift back a few gears due to ongoing health issues and put the focus on my body and having as much fun as possible. I have done some of my dream projects in the past. I worked on a DS/PSP version of 'Impossible Mission' with Ziggurat Interactive. The game was one of my childhood favorites on the C64 along with Summer Games (which we also ported but it sadly never got released). Last year I had the chance to work on a texture pack for Minecraft which was another dream project. Artwork for Impossible Mission in collaboration with Ziggurat Interactive -Are there any homebrew games in development that you are excited to play? There are way too many...and I have to admit that I am losing track. There simply is not enough time in the day to play all the games I would like to dive into. Sadly I tend to forget about a lot of the games that initially sparked my interest in a post by the time they eventually are released. -I really appreciate you taking the time to talk with me and share your experiences. Is there anything else you would like to tell readers and fans? Thanks! I want to thank all the players out there for playing the games and making all the hard work worthwhile. They are the ones enabling me to do what I love – make game art! Conclusion: Thanks for tuning in to another episode of a series that highlights promising new homebrew games and learns the stories behind them as they cross the finish line. What are your thoughts on Anguna: Scourge of the Goblin King and its talented development team? Which homebrews are you eagerly looking forward to? Perhaps you’ll see it here soon when…A Homebrew Draws Near! Command?
  17. A Homebrew Draws Near! A blog series by @Scrobins Episode 14: Doodle World Introduction: If Twitter is any indication, inspiration is a fickle thing when designing a game. Crafting characters, gameplay, and a story, among any number of other elements can be a challenge when trying to create something new and fun. But sometimes out of the mouths, or in this case markers of babes come forth ideas that make even the most seasoned game developer smack themselves upside the head and exclaim “why didn’t I think of that?!?” For this entry, I’m covering Doodle World: a platformer developed by Nate Peters, inspired by his daughter’s doodles, and topped off with the musical stylings of Takumi Grainger. As of the time of this writing, Kickstarter backers have received their games, the game’s rom is available for download here, and physical cartridges are available here. Additionally, Doodle World is available on the Evercade Indie Heroes Collection 1 multigame cart, alongside other homebrew games (and A Homebrew Draws Near! subjects) as KUBO 3 and Quest Arrest. Development Team: @natepeters (Nate & Araceli Peters): programming & design Takumi Grainger: music Doodle World CIB with crayons for the instruction manual/activity book Game Evolution: Doodle World grew out of its predecessor Doodle Land, an entry in the 2019 NESmaker Byte-Off Competition. Nate first shared this game and any updates to the NESmaker forum on February 6, 2019. For Doodle Land, Nate designed the game around his then 4-year-old daughter’s drawings, channeling a childlike doodle aesthetic to bring Araceli’s art to life. Screenshot from Doodle Land demo On March 6, 2019, Nate started a new thread on the NESmaker forum for Doodle World, sharing updates and responding to feedback as the project grew ever larger on its way to being a fully fleshed out release. On July 23, 2020, Nate started a thread here on VGS to share updates on his game and tease the upcoming Kickstarter. On September 9, 2020, Doodle World launched its crowdfunding campaign on Kickstarter, meeting its funding goal in less than 12 hours! Backers could choose to pledge money at tiers to receive the game’s rom; a cart-only copy; a CIB with crayons; and a limited edition CIB with a special white cart, signed/numbered LE certificate, and a LE start screen in-game. Offering crayons lodged in the styrofoam block at the bottom of CIB copies was a really cute and clever touch. By the end of the campaign, 317 backers pledged more than $17,000 to project, crossing a stretch goal at which Nate would purchase games and consoles for The Children’s Hospital of San Antonio. On January 29, 2021, Nate announced that Kickstarter fulfillment would commence, and on February 3, 2021, Doodle World launched its page on itch.io. More recently on May 7, 2021, Doodle World was released on the Evercade Indie Heroes Collection I multigame cart. Gameplay Overview: Doodle World is a classic side-scrolling platformer in the spirit of Mario and Co. You play as Doodle, tasked with reclaiming the magical crayon responsible for creating your wonderful world from the evil King Eraser and his office supply sycophants. Your quest will lead you through 15 levels spread across 5 worlds. The game has two settings: normal and kids mode, the latter of which grants the player additional lives at the beginning, only eraser enemies (which can be jumped on), no pits, and fewer hits needed to defeat the big eraser bosses. Doodle World’s controls are intuitive: move Doodle with the d-pad, jump with the A button, and hold down the B button to run. As you take in nature (take in notebook?), you’ll find not all office supplies are bad guys. An assortment of crayons can be found throughout levels, and in abundance in bonus rooms, with an extra life to reward you for every 100 you collect. Except for that shade of blue that Katie is ALWAYS HOGGING Shiny crayons on the other hand grant you temporary invincibility, so keep an eye out for their glowy sheen. Hidden in each level is a piece of torn paper that acts as a portal to a bonus room where you’ll find crayons galore, if you have the skill to navigate the entire room. Meanwhile a full notepad is your prize for finishing a level or defeating a boss and gaining the portkey to the next world. Writer’s Review: Doodle World is a fun platformer that proves how even the most seemingly mundane pieces of our everyday lives can be the seeds for an engaging and colorful game, reminding us how far our imagination could take us when we were Araceli’s age. It’s almost too perfect how objects on the desk in my office can serve as a broad array of antagonists. After seeing the way Doodle smiles and waves at the end of each level, I wish my doodles smiled at me or came to life. Er, nevermind. Gameplay is simple, allowing you to appreciate the doodled landscape and adorable enemies (before you ostensibly kill them of course). Don’t be fooled by their cute appearance though, unlike Mario’s adversaries, Doodle’s foes don’t reveal whether they are the type to pace back and forth on a platform or plow straightforward in one direction by their color, challenging your intuition and expectations where you least expect. At least you can tell which ones you shouldn’t jump on (but if you're like me, you have a few pencil points lodged in you because you learned that lesson the hard way). Fortunately, for other enemy info, the instruction manual offers helpful hints and doubles as a coloring/activity book for your kids…or your own inner child. Doodle World’s music is bright and bubbly. It’s hard not to bob your head and hum while playing, though the tunes get appropriately tense for boss fights. In the meantime each world has its own flavor while maintaining that perky vibe that transports me to being a kid getting up early on Saturday mornings to watch my favorite cartoons and play my favorite games with the house practically to myself. Such are Takumi's joyfully hypnotizing melodies. Interviews: For more insights into the game’s development and how a doodle jumped from the page to the video game screen, I chatted with Doodle World’s dev team… natepeters @natepeters -Before we dive into Doodle World, I would love to talk about you and your background. What first inspired you to become a homebrewer? What is your origin story? As a game collector/enthusiast, I honestly never gave homebrew or indie retro titles much thought until I started attending PAX South here in San Antonio. Seeing all the awesome developments and tools being created inspired me to look into making something of my own. I met Joe Granato at PAX South 2019, and he introduced me to his tool, NESmaker. I have a background in software and hardware development and, using Joe's NESmaker tool, I thought I would give NES development a try. What really gave me the push was Joe's announcement of the first NESmaker Byte-Off competition at PAX South. I figured I could use the competition as a hard deadline to try and come up with something and see if NES development was right for me. -Who are your influences? And whose work are you watching closely now? I have always been a huge fan of old-school platformers, so naturally my main influences are Shigeru Miyamoto and Yuji Naka. Those two created some of the most iconic characters and platformers in video games. Today, I really like the stuff that Mega Cat Studios is producing, they are putting out some great retro titles. Shigeru Miyamoto and Yuji Naka -What tools do you use to code? I use NESmaker, Notepad++, and Game Maker Studio 2. NESmaker is a great IDE for asset and script manager for NES development. Notepad++ is great for coding as it is simple and lightweight. I recently picked up Game Maker Studio 2 for some new projects. -You’ve mentioned that Doodle World originated in watching your daughter doodle, tell me more about her ideas and contributions to the game. She is the driving force behind most of the game's design! Anytime I came up with a new idea, area, or character I would run it by her. She came up with the initial design for Doodle and together we both created the game's world. Nate & Araceli Peters -Were/are you a doodler too? I was, these days not so much. I do find myself doodling digitally from time to time trying to come up with new ideas. -Tell me about your creative process for designing and programming the game. What lessons can you share to others who want to learn to make their own games? First and foremost, come up with a solid idea. Get everything down on paper, plot, world design, character design, gameplay ideas, etc. Once you have a good idea laid out start with coming up with the digital art (character design and world/level design). Then comes the programming! One big piece of advice I can share is don't be afraid to ask for help. Game development, especially on old systems, can be very tricky. There are lots of great forums and people out there who are willing to help out and answer questions if you get stuck. There were loads of people who helped me out along the way. -What was the intention behind the design of Doodle World’s protagonist, and do you feel the character reflects you or your daughter in any way? The design came straight from her doodles. Doodle's design is a pixelated recreation of her design. I think Doodle's design really reflects her personality, he is always smiling and is not afraid of going on an adventure! -Do you feel that Doodle World has any qualities that are quintessentially you? How would you describe your aesthetic? I think so. Doodle World is meant to be enjoyed by everyone, it is not too difficult, not too long, and will leave you smiling. I am an easy-going person and tried to add that idea to the game. I wanted everyone to be able to enjoy it, even the youngest of gamers. I would say the best way to describe the aesthetic is crayon and pencil on notepad paper. It took a lot of time to try and get the look just right! -Doodle World began as Doodle Land, an entry in the first NESmaker Byte-Off Competition. Tell us about your work on that version of the game. How has Doodle World evolved from that first demo? Doodle Land was a very crude demo of what Doodle World has evolved into. Doodle Land has a lot of elements that would eventually lead to what Doodle World is today and there were some ideas that ended up in the garbage can. Most of those were design choices, like the colors of the cave level and boss design. As the game evolved a lot of features were added such as "B" button running and the "Super Crayon" invincibility. -How did you first connect with Takumi, and what was your working dynamic like? He reached out to me after playing the Doodle Land demo, which had no music or sound. He was awesome to work with. His sound and music design is awesome and he captured the essence of Doodle World perfectly. I am hoping to continue to work with him on many future projects. Doodle World would not be where it is today without him. People do not realize how much sound and music design really make a game stand out. -What new challenges or surprises surfaced in developing Doodle World? The biggest challenge was the art design! Before Doodle World I had never done any pixel art before. So trying to learn how to create art assets and also keep them within the crayon aesthetic was difficult. A lot of the assets in Doodle World went though a ton of revisions to try and meet my design requirements. -There has been a lot of support and enthusiasm for Doodle World, having blown through its initial funding goal on Kickstarter. How does it feel to see so many people excited for your game? It is extremely humbling! I never thought a little demo created for a competition would garner so much support and such a big following! -A really special aspect of your Kickstarter was a stretch goal (which you exceeded) where you would purchase games and consoles for The Children’s Hospital of San Antonio. What is your connection to such an important institution that serves children? I was always taught that if you are given, you should give back. I chose our local Children's Hospital because the game was co-designed by a child and the theme of the game really appeals to children. Araceli really wanted to be able to help other children as well. I have Ankylosing Spondylitis and Degenerative Disc Disease and have had to spend a lot of time in hospitals, and even had to have back surgery during Doodle World's development, so I know what it means to be able to have something like video games to help distract you from the environment and situation that being hospitalized can create. -Do you plan on producing any additional carts or CIBs since fulfilling orders from your Kickstarter backers? Definitely! I have already had another run of carts produced and they can be purchased at https://doodleworldgame.com/shop/ -Are there any other projects you have lined up on the horizon, NES or otherwise? Any dream projects? Collaborations? I am currently working on another NES game in the "Doodle-verse". This one will be completely different from Doodle World, a co-op puzzler! My dream would be getting Doodle World released on the Switch, either in its current form or as an enhanced "deluxe" release. I currently do not have any collaborations lined up, but am always open to working with other devs! -Are there any homebrew games in development that you are excited to play? Tapeworm by LowTek games is going to be a lot of fun and I am looking forward to the release! Gameplay gif from Tapeworm Disco Puzzle by LowTek Games -I really appreciate you taking the time to talk with me and share your experiences. Is there anything else you would like to tell readers and fans? I just want to say thank you for the interview and thank you to everyone out there who supported us and helped make our dream come true! Takumi Grainger @TakuikaNinja -Before we dive into Doodle World, I'd love to talk about you and your background. What first inspired you to be a musician? What led you to compose music for homebrew games? What is the origin story of TakuikaNinja? I'm a half-cast between New Zealand and Japan. I grew up with Nintendo consoles (DSi onwards) since my family went on vacations to Japan quite often during my primary school years. My interest in chiptune (and by extension composing) came from a few things. One of them was Kitsune^2's "Rock My Emotions", which I had stumbled upon after seeing a few YTPMVs of it on YouTube. Another factor would be my liking towards retro games, especially since the Nintendo eShop regularly showcased retro gaming content such as Game Center CX, the Virtual Console releases, and the NES Remix games. Artwork of Kitsune2 I didn't really start composing until 2019, which was when I started learning music at high school. Quite a few of my original compositions are what I made for the assessments I had to do as part of the course. Time constraints and procrastination typically resulted in me having to use FamiTracker to make them. I'm still fond of those early tunes, so much so that I've arranged them a few times. To be completely honest, the sole reason I decided to compose for homebrew games was because I wanted to win the "Best Music" award at the 2019 NESmaker Byte-Off. (Selfish, I know) I had known about NESmaker well before that, but it wasn't until that competition that I realized that I could contribute to a game so easily. During the competition, I made the music for "Fight of the Phoenix", "XenoCreeps", and you guessed it, "Doodle World". (It was called "Doodle Land" back then, though) The satisfaction of knowing I've contributed was enough to offset the disappointment of not winning any awards, and I've continued making game music since. -What is the significance of your username? "Taku" is my real-life nickname, "ika" is the Japanese word for squid (since I love Splatoon), and "Ninja" represents my Japanese side. -Who are your influences? And whose work are you watching closely now? There are too many influences to list here, to be honest. European composers make up the majority of my influences (Neil Baldwin, Follin bros, Maniacs of Noise, Gavin Raeburn, Alberto J. Gonzalez, etc). In terms of works I'm watching closely, those would be other homebrew game soundtracks (mainly CutterCross and Tuï's works) and songs from members of the Chiptune Café, which a discord server I'm active in. Partial screenshot of The Prying Eye by CutterCross -What tools do you use to compose, generally as well as for games? I mainly use FamiTracker, which is a piece of tracker software for making NES/Famicom music. I do change things up and use trackers for different systems from time to time, though. -Do you feel that your music has any qualities that are quintessentially you? How would you describe your aesthetic? I think I'm still in what I call the "style discovery" phase. I try to change up the sound design and music styles between songs so I can figure out what works and what doesn't. -Tell me about the development of Doodle World’s music, what is your composition process? For Doodle World, I was tasked with making the tunes "somewhat childish/whimsical". My first thought was to recreate some common childhood instruments (Flute/Recorder, Xylophone and Trumpet) for the lead. To keep the tunes simple, I did the sound design early on and made the instrument set quite small so I could focus on creating catchy songs. The earlier stages of the game have simpler songs, while the later stages have more complex songs to spice things up. Admittedly I went wild on the boss and final boss themes. -Do you feel your approach to chiptune composition has changed over time? In terms of sound design, not much. I tend to use a small set of instruments so I'm not overwhelmed by the options available. I've definitely improved my composition skills, though. Learning basic music theory has helped me understand what good options are available when it comes to chord progressions. -In your opinion, what is essential to make a chiptune song memorable? I think that a catchy melody, a groovy bassline, a nice chord progression, and a solid beat is essential for a song to be memorable. If those are good enough, the sound design doesn't have to be perfect (though I'd recommend making sure the mixing is decent). -What new challenges or surprises surfaced in your work on Doodle World? What lessons did you learn that you would like to share with the people who aspire to follow in your footsteps? Most of it was smooth sailing, though I do remember struggling to fit the invincibility theme within the actual invincibility period Nate had set aside for it. Communication was key to mitigating that problem. -What was the working dynamic like as you worked with Nate on the game? Nate requested the songs and sound effects, and I composed them. Later on I joined the playtesting team to find bugs before the game was announced on Kickstarter. I have a massive respect for Nate since he was working so hard on the game even though he was recovering from a back surgery. -You posted on the NESmaker forum that you have several other soundtrack commissions in progress. Can you tell us about any of them? What other projects do you have on the horizon after Doodle World? Another dream project that you hope to bring into existence, NES or otherwise? The games listed in the forum post are commissions which I've finished. I'll list a few details about each one: Fight Of The Phoenix - Byte-off 2019 entry by Lother. I made the full soundtrack. XenoCreeps - byte-off 2019 entry by Natendo. I composed the main theme. Force Bot - A work-in-progress homebrew game by Erockbrox. I composed the title theme, ending theme, and a few in-game tunes. A second composer, Estlib, is working on a few more songs. Pinky! - A NESmaker game by axbakk. I made the full soundtrack along with a the tunes for the Xmas Edition. Tiny Robbers - A NESmaker game by justadude. I composed the full soundtrack. One that I haven't mentioned (but since added to the post): Paws N' Play - Byte-Off 2020 game by Lother. I made the whole soundtrack. There are a few more game soundtracks in the works, but I can't talk about them just yet. Screenshot of Xeno Creeps by Natendo -Have you ever considered compiling your chiptune music and releasing it on cartridge albums like Zi with Bleep Bop Records? I've had thoughts about making an original album for the past few months, but I hadn't thought about releasing them on cartridges. -Are there any homebrew games in development that you are excited to play? Force Bot, The Prying Eye, and Witch n' Wiz look exciting. I'm looking forward to playing them on original hardware. -I really appreciate you taking the time to talk with me and share your experiences. Is there anything else you would like to tell readers and fans? Thanks for the opportunity! More game soundtracks are on the way. Uploads will be on YouTube and updates will be on Twitter. Searching my username on either of them should be enough to find me. Conclusion: Thanks for tuning in to this latest episode of the series that looks behind the game to learn about the doodles that started it all. What are your thoughts on Doodle World and its talented development team? Do you have any doodles worthy of becoming the next big homebrew character? What homebrews are you eagerly looking forward to? Perhaps you’ll see it here soon when…A Homebrew Draws Near! Command?
  18. Böbl homebrew working on NES cartridge very cool on original hardware. Morphcat Games
  19. A Homebrew Draws Near! A blog series by @Scrobins Episode 13: What Remains Introduction: Video games can aspire to be many things. They can be a playful escape from the world, and they can be a new lens for seeing the world and how we exist within it. Not many games use their medium to weigh in on substantive political discourse, but today’s game, with its themes of health & environmental policy, truth & disinformation, and archival institutions and the protection of knowledge, reflects the maturity and imagination of its developers, and the pervasiveness of the political in modern society. For this entry, I’m covering What Remains: a visual novel adventure game developed by Iodine Dynamics. With Earth Day having recently passed, What Remains seemed a perfect fit to reflect on the significance of the day, given the game’s themes of protecting public health and conserving the environment. As of the time of this writing, the rom is available for purchase here, and a limited run of 80 CIBs has been reserved, with a recent update as of April 19, 2021 that Iodine Dynamics will be partnering with perennial production savior Broke Studio to produce carts. Initial cart/box design, or corporate leak? Development Team: Arnaud Guillon: design (maps, sprites, and mazes) Dustin Long: programming Aymeric Mansoux: hardware, music, and writing Chun Lee: music Marloes de Valk: design (cutscenes), writing, and research Image from What Remains’ first tweet Game Evolution: What Remains began teasing its existence through its dedicated Twitter account, which posted its first tweet on August 25, 2016. Updates flowed on followers’ feeds, sharing progress on aspects such as sprite development and circuit board work. The end was in sight when a May 15, 2017 tweet noted the team had started “Day 1” of a sprint to the finish line. In an August 30, 2018 tweet, the dev team announced the release of the game, with an invitation to a release party in Rotterdam on September 27. Soon after, pre-orders for a limited physical release of 80 CIBs opened on September 5, 2018. As gamers played the released game, the dev team continued to improve it, fixing bugs and sharing updates. On May 24, 2019, the final rom was released. Given the significance of the themes permeating What Remains’ gameplay, it is no surprise that What Remains found places of prominence within multiple exhibitions, including the New Archive Interpretations exhibition at the Het Nieuwe Instituut in Rotterdam in September 2017, the UN/GREEN exhibition at the Latvian National Museum of Art in Riga in July 2019, the ZKM│Center for Art and Media in Karlsruche starting in February 2020, and the Sonic game space II exhibition at Visningsrommet USF in Berge through April and May 2021. What Remains at the ZKM│Center for Art and Media. Finally an art exhibit I can touch! Gameplay Overview: What Remains is a visual novel adventure game. You play as Jenny, your typical skateboarding gamer, living her best life in Sunny Peaks circa 1986. On the way home from an afternoon on the halfpipe, Jenny observes a car chase and the driver of the front car tossing something out the window: an NES cartridge! Cart only, very good condition, some scuffing resulting from high-speed car chase Bringing it to your friend Michael, together you learn this isn’t the latest game, but a sophisticated tool for leaking the secrets of shady corporate conglomerate DNY Corp. It’s up to you to open your community’s eyes to the misinformation they’re being fed by DNY Corp.’s puppets. Between the 80s graphics, green coloring, and lollipop eyes, you know he’s bad news…until he pulls an Elphaba and gets a redemptive book/broadway musical What Remains’ controls are simple: move around town using the D-pad, talk to people and open doors with the A button, and blow the whistle (when you learn an important secret) with the B button. Additionally, when playing the mysterious NES cartridge, you are treated to a mini game that hacks DNY Corp. with a mechanism that bears a striking resemblance to Arkanoid. Is this what showed up on the screen for those kids in Hackers? Sunny Peaks is a bustling community, with more neighborhoods available to you as the story progresses. And the streets are filled with people that are fun to talk to. Each person has 2-3 different things to say in each level, whether it’s relevant to the plot or a silly non sequitur. Each level revolves around a new morsel of information gleaned from the cartridge and finding a way to counter DNY Corp.’s misdeeds. How you play the game from one level to the next is largely consistent, but includes some variances to keep things fresh, whether that’s trying to talk to as many people as possible, or carefully avoiding certain others… Stranger danger! Writer’s Review: What Remains provides a fun adventure, bolstered by themes which render the story as relevant today as it would be in its actual setting. One might find it easy to dismiss some of the subject matter as dated, with debate over the dangers of cigarette smoking and pollution long settled; and one might be cynical and tired over the meaning of truth when today’s political discourse has become saturated with discussion of “fake news” and “alternative facts”, but standing on the bridge between them may be precisely where this game becomes timeless with a resonance that rises above the specific subject matter we may be fighting over then or now. Here is a game to remind you of the adage that "all politics is local" and that even the most daunting challenges can be overcome when individuals recognize their own agency and make the effort to be the catalyst for change. The straightforward gameplay allows the player to become more immersed in the story, running around Sunny Peaks to spread truth and enlist allies. As Jenny you meet a wide array of helpful, hostile, and hilariously benign characters, from talking pigeons to step aerobics enthusiasts. Personally I think it’s making a comeback. Talking to them all is an entertaining aside, even when it doesn’t advance the plot, but then again some of the most amusing moments of my favorite RPGs were the jokes found in talking to NPCs (such as the couple in Dragon Warrior’s Rimuldar who never seem to find each other for their date). Interspersed among your efforts to fight corporate megalomania are cutscenes that add drama to keep you tethered to the game for just one more level (including one that might fool the impatient and easily frustrated), and the brief Arkanoid-like needed to hack the next tidbit of industrial espionage, which gets a little more difficult with each level. Put together, What Remains is an enjoyable adventure that can be beaten in a single, brief sitting because it believes its challenge lies not in difficult gameplay but recalibrating how you digest information and weigh the sources from which you obtain it when you go back out into the real world. The game’s graphical art is ornate and colorful. The streets of Sunny Peaks are not an ongoing pattern of urban tiles, but a labyrinthine environment with character of its own across the streets and within each shop. The detail is incredible from the light reflecting off windowpanes to the readable titles on the arcade cabinets. Scattered throughout the city are the dozens of people you can talk to. Unlike most games where you can explore and chat up the locals, these NPCs are all unique sprites, an impressive effort given their number. On top of the overworld art, the cutscenes provide a comic book feel to the story that keeps you inside the action. The diner before & after the smoking ban Meanwhile the game’s music elevates gameplay by bolstering the tone of each level. Whether it’s the “urgent” theme to alert you to a new development, or the nighttime music that conveys a sleepy, creeping mystery as you skulk from block to block, each track reinforces the moods that carry you from chapter to chapter in this visual novel. Each chiptune begins simply enough, with a distinct vibe that sets the emotional tone to keep you grounded in the story, but if you take your time and wait for the tracks to really get going, you can enjoy them for the elaborate songs they are. And yet What Remains also effectively uses silence to bring tension to a rolling boil, giving players a sense of dread for what lurkis just around the corner. But if there is a classic game that I can point to that in my opinion bears some similarity to the overall feel of this soundtrack, it would be StarTropics with its balance of thrilling and entertaining, tense but bubbly. Both games even have volcanoes! Interviews: Well, what remains now but to talk to the development team? Yuk yuk yuk…(crickets)…anyhoo…for this interview, the development team opted to answer my questions together, creating a great conversational feel to their responses, so let’s see what additional insights Iodine Dynamics can add to supplement our experience of the game. Iodine Dynamics https://iodinedynamics.com/ Twitter @remwhat DL = Dustin Long https://github.com/dustmop Twitter: @dustmop AG = Arnaud Guillon MdV = Marloes de Valk https://bleu255.com/~marloes Mastodon: @l03s@post.lurk.org Twitter: @l03s AM = Aymeric Mansoux https://bleu255.com/~aymeric Mastodon: @320x200@post.lurk.org Twitter: @320x200 CL = Chun Lee Before we dive into What Remains, I would love to talk about you and your various backgrounds. What first inspired each of you to become homebrew game developers? What are your origin stories? DL: Having always been interested in games and gamedev, I was really pulled into homebrew by witnessing the creativity in the chiptune scene, particularly by visual artists at shows in the New York area. A lot of them were using custom software on old consoles like the NES / Famicom and Sega Genesis / Mega Drive, which inspired me to learn how exactly that worked. AG: I've been a gamer for a very long time and I've always had the desire to participate in the making of a game. When Aymeric and Marloes asked me to join the project, it was just the right opportunity. MdV: I stumbled into it through a collab with Aymeric and Dave on a game called Naked on Pluto in 2011, and discovered I love writing dialogue and content for games. AM: Next to what Marloes said already, Chun, Marloes and myself were also part of an artist collective active in the 2000s, called GOTO10, working on experimental net/software art and music performance with Free/Libre and Open Source Software (FLOSS). Throughout the years we were increasingly drawn to using so-called obsolete computers and consoles to mess around with. For me it was also a way to reconnect with past interests in computer/platform centric subcultures and alternative modes of publishing/distribution like the demoscene. Who are your influences? And whose work are you watching closely now? DL: Aside from chiptune, I'm a big fan of many classic to modern games. I probably should give special thanks to Battle Kid, which was the first homebrew game that really caught my attention and pushed me to start making my own. There are too many great developers that are out there right now to mention them all, but I'm especially impressed by the work coming out of groups like Mega Cat Studios, Broke Studio, and Morphcat Games. AM: For the DIY/homebrew scene in particular, I'm always inspired to learn about projects that depart from nostalgia and try to build upon, expand, subvert existing computer/video tech that have lost their original commercial relevance. People/groups that inspire me in this context are Viznut's permacomputing principles, Little Scale's hardware hacking, the whole GB chiptune community, and communities like scanlines.xyz. For the more political motivations/influences, the political theorist Chantal Mouffe is a big inspiration for me. For the art aspect, mostly artists and writers from the field of software art, culture jamming, and tactical media to some extent. MdV: I'm going to throw in some interactive fiction. I loved You Are Jeff Bezos, by Kris Ligman and Queers in Love at the End of the World by Anna Entropy. Super inspiring how much you can do with so little: text and a counter for time or money. How would you describe your design aesthetic, and what to you are hallmarks of a game designed by you? MdV: The combination of quite disturbing topics with a good dose of humour, silliness mixed with critical observations and totally absurd dialogues. No caption I write could improve on this perfection (chef’s kiss) AG: For the in-game graphic part, I would describe the graphic style as "do as you can" ^^ I really started pixel art on this game, discovering in the process the specific constraints of the NES. It was initially very frustrating because all my initial graphic intentions had to be abandoned. Of course I knew these constraints would be very important, but I was far from it. So from my point of view, in-game visuals reflect more my learning than a clear and assumed direction from the beginning to the end. If I could work on a game again today, with the experience I gained on What Remains, I would approach it very differently. Before I even started working on the game, my fear was mostly about the top view of the game because I had the feeling that it would be more complex to get something visually appealing. Such a view needs a minimum scale to work and therefore a greater diversity of scenery elements in the image (to be successful in my opinion). Something sounding even more complex to achieve on a platform like the NES. I had in mind the old RPGs (Final Fantasy, Dragon Quest...) that I found particularly "stark" with differences in scale between characters and scenery that I didn't like at all, and scenery looking like maps. One of the few games that did the job very well in my opinion on NES (graphically) was TMNT, and it was my main inspiration for the scenery and the scale represented. For characters, I wanted to avoid SD or outlined designs. So they are very thin, and I was a little afraid that they were not visible enough in the picture. Generally speaking, I didn't want to imitate old games, even if quite often, after a few unsuccessful attempts, you find yourself applying proven recipes. Screenshot from TMNT MdV: For the cutscenes and the cartridge PETSCII-style graphics I can only echo Arnaud's words. It was a (really fun) learning process. The constraints on resolution and palette felt brutal at first but triggered a lot of creativity as well. DL: I enjoy when games develop a central theme, either narrative or mechanical, then perform acts that twist or subvert it in clever and interesting ways. I feel like What Remains has quite a bit of that, which is especially fun! AM: I also like games with a twist, with a little something that manipulates the player's expectation! Design wise, for What Remains specifically we also tried to make sure the overall design was not flat and uniform. By flat and uniform I mean that we worked very hard to make sure there was diversity in the visual language for each part of the game (cutscenes, top down views, non-interactive animations, faux-PETSCII interface for the "in-game game" sequences, etc.), and same for the music (making sure the soundtrack is there to set the mood and that sometimes less is more, whether it means that the composition needs to be more subtle, or that a location or scene simply works best with no music at all). This required a constant attention to detail and some extra work to make sure the overall experience remains fluid (an example would be how in some places the background music does not restart when you change location, but actually resumes from the last measure before you left its location). What tools do you use to code and create the overall game as well as its music and art? DL: The game software was created using a language called "co2", a lispy language that was started by Dave Griffiths, which I picked up and developed further. It has some nice features that help with writing larger homebrew projects, and the source is available on github for the curious. It's not yet documented well enough to be easy to pick up use, which is something I'd love to fix in the future. Dave Griffiths MdV: For the cut scenes I used Gimp, for the secret cartridge PETSCII-style graphics I used NES Screen Tool. AG: YYCHR for sprites and tiles design, NES st for level design. CL: for music, we used FamiTracker to make all the compositions. By breaking down the game into sections, we were able to make the necessary arrangements, as well as working out some of the main themes that may be heard throughout the game. AM: Let's not forget Dustin's makechr! This helped so much when working on the cutscenes. And maybe a nice anecdote, it is through this tool that we first met, Dustin gives more details in the next question MdV: Yes!!! makechr saved my life multiple times How did you first connect with each other as the team came together? AG: I’ve known Aymeric for more than 20 years (and then Marloes :). We were students at the same school. I met Dustin and Chun on this project. DL: Aymeric and Marloes contacted me asking about NES graphics, which I believe was shortly after I had released The Wit.nes (a demake of Thekla's 2016 game "The Witness"). After chatting for a bit about what they had been working on, I agreed that working on What Remains sounded especially exciting, and the rest is history. Screenshot from The Wit.NES AM: Ten years ago, I had been working a lot with Chun making and teaching live electronic, experimental music with a software called Pure Data. Since then whenever one of us is busy with a sound or music project we try to collaborate on that. So I told him about the project, and the rest is history. MdV: I knew Arnaud, Chun and Aymeric already, and met Dustin for this project. We organized a week when we'd all be together in The Netherlands to brainstorm, start the project and get to know each other (and the local cats). The rest of the project we collaborated remotely. But the history of the game goes back a little longer. It was Aymeric and Arnaud that started dreaming of making a game all the way back in art school. The first prototype of the game was made together with Dave Griffiths, who we worked with on Naked on Pluto. This was back in 2014 when we were commissioned by Annet Dekker to make a demo for Het Nieuwe Instituut in Rotterdam. Unfortunately Dave was unable to continue working on the project, and that's when we asked if Dustin would be interested. The knowledge and experience (and cats) he brought to the project were invaluable! What was the working dynamic like in your collaboration? MdV: It was so nice to work in this team, it was a pity we couldn't meet IRL more often though. We had quite a good workflow and ways to coordinate through a self-hosted wiki, bugtracker, git repository and XMPP chat. AG: We all have a job that we were doing at the same time, which logically led to more or less pronounced phases of involvement. But the project has never had a major downtime in memory. We had a whole pipeline set up so that everyone knew what they had to do, what elements were ready, what needed to be reviewed... it worked pretty well. It should also be noted that we benefited greatly from Dustin's experience on this project. DL: It was a great team for making What Remains! Everyone was able to bring something unique to the project, and with everyone's individual perspectives and ideas we were able to make something that I feel is really quite special. AM: It was just great. The discussions were super generative, everyone was committed and dedicated. I hope we can find a framework one day to work together again. Everything clicked. At the heart of What Remains’ story are the efforts of Jenny and Michael to make a difference in health and environmental issues plaguing their community and the world writ large. What inspired you to make this game and focus on these themes? MdV: There were two parallel tracks happening back then. Aymeric and Arnaud were thinking about making a NES game together, and I was researching the origins of today's climate change disinformation campaigns and ended up with a lot of links to the campaigns of the tobacco industry in the 80s. These two tracks merged beautifully once we started brainstorming for the game. The plot is heavily inspired by the characters and events that surfaced during my research. AM: I think for all of us this led to this great balance between doing something very indulging and exciting to hack on, yet not gratuitous at all. It captured our excitement and joy to make something playful, technically exciting to produce, all at the service of telling a story about issues that we all deeply care about, using a medium and format that resonate with our concerns. What Remains takes place in 1986. Beyond the nostalgia factor, do you find looking to the past offers a meaningful resource to advance conversations about the future, or is the look backward more to highlight our lack of progress? MdV: Both, what we had in the back of our minds was this Chinese proverb: "What's the best time to plant a tree? 30 years ago. What is the second-best time? Now." It's no use crying over spilt milk, best take action now, so that we do not have any regrets in 30 years’ time. We can look back and learn from the roots of the problems we are now facing. People are being distracted with disinformation and clever PR tricks from the oil industry (and other industries for sure), many of which are featured in the game and were first tried and tested by the tobacco industry in the 70s and 80s. The strategy of the game is to "inoculate" people against fake news, to let players experience disinformation campaigns so that they become more recognizable. This approach was inspired by research at the Cambridge Social Decision-Making Laboratory (Jon Roozenbeek and Sander van der Linden), who have tested if so-called 'pre-bunking' helps people resist disinformation and fake news with positive results. Jon Roozenbeek (left) & Sander Van Der Linden (right) For additional reading of their academic work, see Inoculating the Public against Misinformation about Climate Change & Good News about Bad News: Gamified Inoculation Boosts Confidence and Cognitive Immunity Against Fake News DL: The context of the past informs our understanding of the present, and hopefully teaches us how to approach the challenges we face now. Especially at a time like this, where the world's future is so uncertain, and in a large part due to the internet's ability to research history, there's a lot of interest in connecting what has come before to help comprehend how we got here. Your interview with Annet Dekker is a fun read: a sort of choose your own adventure interview covering environmental issues, archival institutions, and access to information, among other issues, with readers getting insight into themselves based on which answers they selected. Have you found that people who read that interview fall into a particular category? What next steps do you recommend to people when they learn what kind of archivist they are? MdV: Hmm... we haven't reviewed experiences of readers I must admit. The multiple choice was more a way to discuss different aspects of our thinking on the topics of the questions by Annet. We'd recommend people to be content with whatever type of archivist they are. All archivists are committed to long-term thinking, which is what is needed to limit the damages done by <whatever flavor> of capitalism. Annet Dekker The Iodine Dynamics website features the essay “How to Escape Reality in 10 Simple Steps”, originally published in 2017. The past few years have certainly brought this issue of everyone trying to manage their own narrative into higher profile between “fake news” and “alternative facts” overwhelming substantive policy discussion. How does this essay inform What Remains? MdV: The essay describes 10 strategies used by the tobacco and oil industry to delay regulations aimed at curbing the harmful effects of those industries. We used a few, still used today, in the game. The essay draws parallels between disinformation campaigns from the 80s to those we can witness today, such as the overarching strategy: emphasizing scientific uncertainty. "With the idea of doubt in place, both public and government start to assess the costs, financial or personal, of taking action in a different light. Why take costly measures now, when there is still no conclusive evidence?" This works, we are still hearing so-called experts talk about the costs, economic costs and the cost of personal freedom to drive an SUV and fly all over the planet, combined with tiny seeds of doubt about the severity of the problem and if we puny humans can even influence the climate that has been changing throughout the existence of Earth. We can, and we are, in a speedy 100 years instead of thousands of years. Do you have any new thoughts on the essay’s arguments in the years since it was published? MdV: I think the arguments are still very relevant. With the urgency of action getting clearer every hurricane, flood, forest fire and drought, governments are still taking microscopic and sometimes simply symbolic steps. There are very well funded lobby groups and think tanks spreading propaganda and disinformation through a network of alternative media, with talking points also leaking into mainstream media, spreading doubt about the severity of the climate crisis and the economic costs of attempts to mitigate it. If all else fails, xenophobia and Islamophobia are incredibly successful distractions fueling white supremacy and hate. My interactive fiction Villains and Heroes deals with these issues. Currently the pandemic provides all the distraction needed to grind action to a halt, with ever wilder conspiracy theories thriving. Who has time to care about a transition to a world running on renewable energy, to fight for degrowth, when theories about 5G spreading coronavirus, Bill Gates lacing vaccines with a microchip and the world being run by a sect of satanic pedophiles, are gaining widespread support? The onesie makes me feel safe and happy, but the font tells me I should be frightened. Ever since my first episode, M-Tee planted this idea in my mind that a game’s protagonist, who serves as both the player's point of immersion in the game as well as a reflection of its designer. What was the intention behind Jenny and Michael’s design, and are there elements of yourself that you see in them? AG: They wear lycra clothes! DL: For me at least, they're both kids having a good time playing games and bonding over them. Definitely something I can identify with! AM: Hard to go in-depth without giving spoilers, but let's just say that for me, Jenny and Michael represent the bitter-sweetness of activism. In that sense the game ending can be interpreted in different ways. And I think that this ambivalence is at the heart of the paralysis, lethargy, apathy we're often facing when it comes to responding to the many systemic societal and environmental issues we're confronted with today, and that may be linked to the increasing appeal of accelerationist ideologies, left or right, that are seen as a magical fast-forward that would allow us to escape problems we failed to solve as a society, so far. And yes, lycra too! Lycra: TNG What new challenges or surprises surfaced in developing What Remains? What lessons did you learn that you would like to share with the people who aspire to follow in your footsteps? DL: We originally had plans for more content in the mid-game, that was cut due to concerns about development time, but I think the game we ended up with is better for it! It tells the story it wants to tell with exactly the right amount of time that it needs. AM: Another thing we're taking away is that shipping hardware is a whole different story than shipping a ROM file! We have completely underestimated this. One of the important aspects of the project was that we would not use new parts. We wanted to recycle existing abandoned carts to demonstrate the potential of this approach and give a better purpose to many unpopular or overproduced cartridges rather than eventually becoming e-waste. This led to two issues. First is that with this approach we ended up bumping into bugs and compatibility issues that were never documented and unknown so far (namely how mapper chips, from the same type/model, but from different manufacturers, behave differently). Those are the kind of things that are hard to investigate and are slow to debug. Second, and this is unrelated to the fact we're recycling parts: logistics, logistics, logistics. We did not factor in properly the time for this. As it turns out, packaging, management of bills of materials, shipping, etc., takes an awful amount of time, even for a such a small scale as ours. We thought we could do that on the side. Not at all. Lesson learned. The good thing though is that early on we knew a delay would occur (even though we did not think it would be that much), so we decided to not ask for any money, we just opened a reservation list, to avoid the usual situation where you advance money and may never get anything in return, or maybe only your grandchildren may get something. Another thing we learned, and we were partly surprised about, was the strong split between those who totally understood the cart recycling concept and saw that as a natural extension of working on old computer tech outside of consumerist concerns with a strong position on environmental issues, and those who somehow struggled to see this effort as legitimate, or the right way to publish a new title, because it was not made of completely new parts, as if this was not worth engaging with as a result, somehow. We're still puzzling on that There has been a lot of support and enthusiasm for What Remains on social media. How does it feel to see so many people excited about the game? MdV: That means a lot to us! The whole team put a lot of effort into the game, next to day jobs and throughout different time zones, spread over 4 countries. It is so rewarding to hear positive responses! DL: It's great to hear folks' feedback and witness their excitement! It makes all the hard work that went into it feel that much more rewarding. AM: Amazing. I can say without a doubt that this has been the most rewarding project I've been working on so far, precisely because of all the encounters, chats, discussions, IRL or online, this has created. Some of the continuing enthusiasm comes from people hoping to purchase a physical copy. Do you have any updates on the cartridge release? AM: The current pandemic has made our terrible handling of logistics even worse, and we really had to put everything on hold for a while. The good news is that we're going to get help from Broke Studio to produce it all, and that we're all motivated to make sure 2021 is the year where these cartridges are finally out I’m starting to think that yellow part might be a halo for this saint of a company. Are there any other projects you have lined up on the horizon, NES or otherwise? Any dream projects? AG: I would like to work on a shoot'em up !!! DL: Recently, I've been heavily involved with a group in NYC called Death by Audio Arcade (see https://www.deathbyaudioarcade.com/). We make new arcade cabinets of locally developed games, and have lots of exciting stuff coming up in the near future! Now THAT is how you logo AM: I'm enjoying working on LURK quite a lot recently. This is a small collective of sysadmins/artists/hackers interested in promoting alternative network infrastructures for groups and individuals active in the field of art and culture production. We offer email discussion lists, real-time chats, streaming services, and a federated social media platform, as a means to move contemporary discussions and production of net and computational culture outside of surveillance capitalism (see https://lurk.org). Chun and I are also slowly working on a small music software for the Game Boy, and like Arnaud, working on a shmup *with a twist* would be a cool thing to do! Maybe we can convince the others to make that a new Iodine Dynamics game MdV: I'm continuing my quest in text-based games and I'm looking into illustrating with ANSI art but haven't started anything new since Villains and Heroes. If the shmup requires any creative onomatopoeia or dramatic cutscenes AND has a mega twist, I'd be happy to help Are there any homebrew games in development that you are excited to play? DL: Dullahan Software has some projects coming in the future that I'm really looking forward to! AM: Not all game related but, curious to see what will come up from Broke Studio + Sylvain Gadrat prototyping of networked games for the NES. Impressed by the sound and graphics effort put into the ZPF shmup on the Mega Drive. Wondering if the Hologon demo from TEK on Amiga is the beginning of new disk swapping and computer assisted correspondence art revival. Amazed by standalone devices like the MegaGRRL. Eager to try the LSDJ inspired M8 from Trash 80. Excited to see all the recent efforts to update GBDK. Screenshot from ZPF I really appreciate you taking the time to talk with me and share your experiences. Is there anything else you would like to tell readers and fans? MdV: We will do the physical release, we promiiiiiiiiiiise!!!!! :))) Conclusion: Thanks for tuning in to another episode of the series that takes deep dives into promising homebrew games coming across the finish line. What are your thoughts on What Remains and the folks at Iodine Dynamics? What are your thoughts about its themes on conservation, public health, truth, and protection of information? What homebrews are you eagerly looking forward to? Perhaps you’ll see it here soon when…A Homebrew Draws Near! Command?
  20. When I first discovered Nintendoage several years ago, it was when I was first discovering homebrew and trying to learn just what was out there that was worth playing. As VGS develops and we have exhaustive lists of what is available or in-development as well as individual threads to promote new works, let’s have a conversation here about your recommendations of which homebrew games are good. What should a newcomer interested in getting their feet wet look for?
  21. We are pleased to announce that IN ONE HOUR FROM NOW(!) we will be offering 50 copies of Haradius Zero by Impact Soft for the NES in the official VGS Store!!! The game is on the store now, and stock will be added at 6pm EST today. Our own @neodolphino is handling this release, bringing the game to you all the way from Japan! It's important to note that he has himself worked closely with the original developer to bring this game to us on NES! Proceeds from the sale will be going to the dev, with a small kickback to VGS's "keep the site running" coffers. This will be a phased release, with 50 available today, and 50 more being added tomorrow (and more after that, TBD). You can see some gameplay in this random youtube video I found just now:
  22. A Homebrew Draws Near! A blog series by @Scrobins Episode 12: Yeah Yeah Beebiss II aka “Riggs Project” Introduction: Homebrew has always been a fairly niche community, with word of mouth serving a critical role in spreading news and building hype for the latest games. But part of what makes homebrew games such a fascinating phenomenon is the juxtaposition of cartridges developed to play on hardware from the 80s with a world in which people can talk about these games in a video that will be viewed by thousands online. One of homebrew’s most prominent champions on YouTube is John Riggs, whose videos share gameplay, reviews, and news about fun homebrews, in addition to licensed era games, limited edition cereals, and other gaming or nostalgia-related gear, often alongside his equally effervescent kids. John is also known for his playful hacks which combine classic games with meme culture. Today I’m talking about John because he’s stepping into new territory with a project teased as early as February 7, 2021. For this entry, I’m offering an early glimpse into the upcoming NES arcade platformer Yeah Yeah Beebiss II, previously codenamed Riggs Project. As of the time of this writing, the game’s development is nearing completion and will be available for purchase soon in its default state as well as with customizable characters! For that reason, this will be a mini post, focusing on the interviews with its creators rather than its evolution and gameplay. Development Team: @John Riggs: graphic, color & text editing Mega Cat Studios: coding Chips ‘N Cellos (Chris, Steve & Jess): music Screenshot from Yeah Yeah Beebiss II Interviews: For the real scoop, I interviewed development team members John and the folks at Chips ‘N Cellos, though I’m saving Mega Cat Studios for another post. John Riggs @johnblueriggs -I need to be a lame fan for a second, cuz I got John Riggs here! How’re ya feeling? Haha, I’m good. Funny with the ‘How’re ya feeling?’, it’s how I used to greet customers when I worked at Rite-Aid back in 1997, then at Video Update in 1998 and onto being on the air on various radio stations starting in 2001. It’s a crutch I just carried over. -Before we dive into your new game, which you’ve teased as the “Riggs Project”, I would love to talk about you and your background. What first inspired you to become a collector, a YouTube personality, a game hacker, and now a homebrewer? What is the origin story of John Riggs? I’ve been passionate about video games as long as I can remember, growing up with Atari 2600 to today. The NES was my favorite (and still is) but when I saw SNES and even onto N64 being released that’s when I noticed I don’t see NES games on shelves much at all so thought if they’re all going away, I don’t want to be in a place where I might never see them so I started to buy what I would want to play later. I don’t really consider myself a collector, but happen to have a collection. I got into YouTube because of peer pressure from a good friend of mine from high school. He was the first one I knew who canceled his cable subscription because he watched his favorite YouTube channels. He kept bugging me to start my own channel but I wasn’t into YouTube like that as I wouldn’t know where to begin. It wasn’t until I met Metal Jesus and he invited me on his channel where I saw a little of what he does behind the scenes and figured I’d give it a shot. Metal Jesus’ name is well earned Game hacking came from noticing the comparison between Adventure Time and ‘A Boy and His Blob’. I posted in an Internet forum that someone should make that hack. Because it’s the Internet, someone snarkily replied, “Why don’t YOU make it?” I hadn’t thought of that. So I started to do some research on how others do it and went from there. I never did do that hack, but have done several others. I’m not quite a homebrewer, yet. I’ve had a lot of help with this project. Someone else did the coding and another friend did the music. I’m just editing some graphics and colors and text, stuff like that. My origin story? The summarized version is I’m the 6th of 7 kids growing up in a house with one TV so if I wanted to play Atari (at the time) I had to wake up before anyone else to get some game time in. I didn’t get my own gaming TV until the late 80s. Once I did it was just about the only thing I wanted to do. With the chaos of having so many other brothers and sisters it was my escape. I got older, newer consoles came out and It’s always been my #1 hobby. -You are such a beloved gaming personality, Retrosoft Studios included you in their game Retromania Wrestling. What is it like to have that kind of cultural currency? Being in a game, even as an NPC, is a dream come true. And the fact it’s in a wrestling game is even better because I’m such a fan. That game’s concept started out as a YouTuber Wrestling game because the creator is a fan of all these great YouTube channels. He asked me long ago if I wanted to be in it, which I agreed (of course) but later he learned he could license actual wrestlers which is a better idea. I told him I’d still love to be in it even as an audience member or something. He did me one better having me sit ringside at Too Many Games where we met and where I played the first demo of the game in 2019. Portrait of the artist as a pixelated man sitting ringside -Who are your influences? And whose work are you watching closely now? Metal Jesus is my first influence as I was on his channel before I had my own channel. Other channels like GameSack and SNES Drunk were influential, too, as they let the game footage do the talking for them, overdubbing their opinions or pointing out things while one is seeing the footage. That’s what I like so I keep with that idea for most of my videos. Channels to watch? Like many now, I love Scott the Woz’s writing and quick editing. It cracks me up. I love watching channels grow that put in the effort. Channels like Roxolid Products, DiskCart, SquarePegs, GameDad -- all these channels that I might see commenting on my videos from when I kind of started taking off and now they have channels themselves and are growing at a nice pace. -Your games are known for fun takes on trending topics that breathe new life into classic games, such as Pac-Man: TMNT Edition, Space Force, WAP, and COVID-19. How would you describe your inspiration and aesthetic, and what to you are the hallmarks of a Riggs game? I never have to think too hard, it’s just whatever inspiration comes that moment. I was literally watching Bob’s Burgers one day and thought ‘I could hack BurgerTime with those characters’ so whipped up that hack in a couple hours, just because. Things like that Pac-Man: TMNT Edition, the official TMNT social media accounts posted Pac-Man parody art with the ghosts with the famous eyebands and the pizza being Pac-Man. I thought to myself ‘I can make that real’ so I did. Not sure I have any hallmarks but I do often use NES carts as a power-up because I already have the graphic made. Wocka wocka wocka, er I mean cowabunga! -What tools do you use to create? Tile Layer Pro (TLP) for graphic editing, TBLater for changing text as needed and FCEUX for emulation as it has a built-in hex editor for changing colors and manipulating graphics like title screens as needed. Best thing is they’re all free so anyone can use them, too. -What made you decide to make a new game from scratch? What was your inspiration as you designed this game? I want to get away from making hacks and have something that’s my own that I can sell at conventions. There was an old homebrew that someone made for charity. I reached out asking if I could basically buy the rights to that rom so I can hack all the graphics and make it my own. To my surprise, he said he’d just code me a new game (which plays like that homebrew I asked about) but making it unique to itself. -Was the experience of developing your “Riggs Project” from the ground-up different compared to your hacks? On my end, honestly, not much as I’m still just doing graphic and color and text editing. Since someone else coded the game for me and another friend did the music, my side is doing the graphics and will eventually get boxes and manuals designed and printed, too. I have a lot of help on my side. Couldn’t do it without them. -Did you have a different attitude toward developing “Riggs Project” compared to your previous games? Does playing with existing worlds and concepts impose limits on what you can do with them or do you feel it offers a larger sandbox to play in? I just wanted a simple arcade-style game that was more just for fun than anything. I’m a huge supporter of homebrew projects, especially the ones on NES. I understand that most might play the game once or twice and put it on the shelf with the rest of their collection. This is just a fun project to do but the idea that I can customize graphics to the individual is what I was looking forward to doing. Will make for great gifts. -What new challenges or surprises surfaced in developing the “Riggs Project”? What lessons did you learn that you would like to share with the people who aspire to follow in your footsteps? With editing graphics, color and text, I’ve never been able to edit sound, though I know it can be done. I have a friend who does chiptunes (Chips ‘N Cellos) but learning there’s a specific way to make them so they actually fit into the confines of an NES game was interesting to read. My chiptune friend had to re-write the same songs to make them fit and now they know how to do it for future projects, if anyone decides to use them for music in their NES game. Like with hacks and everything else, it’s VERY time consuming. Save LOTS of drafts. -Ever since my first episode, M-Tee planted this idea in my mind that a game’s protagonist serves as both the player's point of immersion in the game as well as a reflection of its designer. In the “Riggs Project” the protagonist is you, but you’ve noted that is the case for the default game, and that you can customize graphics as needed. Does that mean you might tweak the protagonist to be other people? Exactly. The default for this game isn’t even me! The basic default is based on a myth or legend that’s been around for a long, long time for NES collectors. In the back of magazines there were companies that would buy back your old games. There was one that featured a game called Yeah Yeah Beebiss I. As it turns out, it’s most likely a rough translation of a Famicom game we never got that featured a Chinese jumping ghost. I thought how fun it would be to make that game so there actually was one! After asking a couple of trusted sources I was reminded the same thing happened to other prototypes of someone doing a homebrew and simply calling it the name of the lost game, only to have that lost game actually surface. I didn’t want to think I was lying to anyone so the game I’m working on is a sequel to that legend. Yeah Yeah Beebiss II. The name may seem silly to those who don’t know the legend, but that’s what I had in mind. When I edit the graphics to someone (like the one I’m also doing for myself) I’ll probably change the name, though. Same game, just different name. ‘Riggs’ Myth Quest’ or something equally lame. I haven’t quite gotten that far, yet. Art for Baby Kyonshi no Amida Daibouken, considered likely to be Yeah Yeah Beebiss I -Whenever you post about a new game you have available, fans flood your comments eager to buy. How does it feel to see so many people enjoying your games? I still don’t feel very comfortable about the quality of not only my game edits but my labels or craftsmanship or anything like that. You’re always your own worst critic. I think it’s great. I just wish I was better equipped for sales. Etsy doesn’t like hacks and homebrews and eBay is a mess now. Hard to keep track of everything as it’s all just me, doing the hacking and editing, putting the game together, making sure the order is correct, mailing them out, getting tracking info. I don’t even have address labels, I still write everything by hand on envelopes. That’s my handwriting on them. -Are there any other projects you have lined up on the horizon, NES or otherwise? Any dream projects? I would like to do another project like this eventually. I know not everyone likes homebrews and even the want and need for NES is diminishing in favor of other consoles like SNES and N64, but there’ll always be a fandom. I’ve been a cheerleader for homebrew projects since I started my channel and have a couple leads on people I can team up with in the future. The dream project would be to have work for a game company. Would also like to look into getting my homebrew on digital storefronts like the Switch eShop, but I understand it’s not as easy to just put an NES game through an emulator and calling it good. -Do you have any updates on the game that you would like to share? An official title? A release date mayhaps? Of course! The official title is Yeah Yeah Beebiss II as I mentioned before. But that’s only for the default game without custom edits. The edited version of the game I haven’t finalized on a title, just yet. I could just call it ‘John Riggs in Beebiss World’ or something (which is probably exactly what it’s going to be called. I literally just thought of that while answering this question). I don’t have a release date, yet. I can do carts literally right now but am waiting for boxes and manuals. Soon as I get those it’ll be ready. -You promote many new homebrew games on your YouTube channel and social media pages. Are there any homebrew games in development that you are excited to play? There’s always something new coming up. Witch n’ Wiz from Matt Hughson looks fantastic. Full Quiet from Retrotainment has been in the works for a while and looks awesome. Played a demo at PAX in 2019. Can’t wait for the final. Orange Island looks amazing, too. Magnilo is a super fun game I have a review demo but will be officially out soon. So many great games coming out and hard to keep up with everyone making games using NES Maker. Promotional image from The Magnilo Case’s Kickstarter page -I really appreciate you taking the time to talk with me and share your experiences. Is there anything else you would like to tell readers and fans? Homebrews are made for fans by fans. Support them when you can, if not with cash, sharing or retweeting news about homebrews can go a long way. Chips ‘N Cellos @ChipsNCellos All answers provided by Chris from Chips ‘N Cellos -Before we dive into Yeah Yeah Beebiss II, I would love to talk about you and your backgrounds. What first inspired you to be musicians? What led you to compose chiptune generally, and compose music for homebrew games? What is the origin story of Chips ‘N Cellos? Going WAY back to the beginning of our lives- Jess started playing the cello when she was 6 and a half years old and stuck with it all the way through a Juilliard Master’s Degree in Cello Performance. She’s the real music professional out of us three: My brother Steve and I work in retail and digital marketing at the NBA, respectively. Steve and I grew up in a fairly musical family, and spent our childhood pausing Mega Man games and recording stage themes on cassette tape to listen back to more easily! I later played guitar in a few bands (my 15 minutes of fame came in the form of a video contest win in 2009. Look up: the pillows Gazelle City 25th anniversary on YouTube!), but rock music has been dead for a long while now and as my band mates and I grew up and started to have families, I found myself needing another musical/creative outlet. I’ve always wanted to compose 8-bit Mega Man music, and the initial idea behind Chips ‘N Cellos was to try something different and cover classical music pieces in that familiar Capcom style. We wanted to experiment further and add live cello accompaniments along the way, too. So far, our project has severely over-indexed on the CHIP angle of the project haha, but we’ll eventually be looking to release original music that combines both sounds. Up to this point, the positive reception of our Mega Man-style covers has inspired us to continue creatively arranging famous classical, rock and pop music. In regards to composing for homebrews, I think every chiptuner has—at the very least—a subconscious desire to compose for games. When John approached us about including our ‘Compose Man’ material in his project, we were interested! -Who are your influences? And whose work are you watching closely now? The Mega Man soundtracks from the 80’s and 90’s are obvious influences on our work. I listen to a wide variety of music, but consider the pillows (from Japan) and Machinae Supremacy (from Sweden) as two of my all-time favorite influences. the pillows -Do you feel that your music has any qualities that are quintessentially you? How would you describe your aesthetic? I think most certainly the classical instrument + chiptune mix is a rare combination that I hope we’ll be able to do more justice to in the coming years. Stay tuned for it! As far as our arrangement projects go, I’ve wanted to make sure our music sounded as faithful to the original Mega Man soundtracks as we could get it, so I think thus far our work is quintessentially “NES Mega Man.” Thanks goes out to the multiple chiptuners before us who crafted the FamiTracker instruments we’ve used to jumpstart our project. Those instruments—and the advent of FamiTracker itself—fuel our passion and light our way. -In addition to your musical work on video games, you maintain a YouTube channel that posts fun chiptune compositions with accompanying classical cello arrangements. Does your experience composing original chiptunes based on Mega Man, Castlevania, classical music, and pop music provide inspiration for your game music, or vice versa? I would say that our YouTube channel content is our primary focus, and if select pieces fit the vibe of a game, we’ll always be open to having them featured (under the right circumstances). Crafting the covers we’ve uploaded has certainly helped us refine our abilities to write original music in FamiTracker. We’ve also provided original tunes for the Mega Man Arena brawler and we certainly wouldn’t have been in a position to do that without becoming more experienced in authoring FamiTracker music first. The YouTube content has been good practice, if nothing else! Fortunately for us, whether it be cover songs or original tunes, the tone of our music is distinctly a “gaming” one, so we don’t often have to make hard choices to adopt certain styles over others. Our music can be a match for both games and the gamer/listener community at large. However, we look forward to experimenting with many more electronic sounds in the future! -Tell me about the development of Yeah Yeah Beebiss II’s music, what is your composition process? Is the creative process different compared to when you compose more traditional music? John Riggs originally approached us about featuring some of our ‘Compose Man’ covers in his homebrew project, and we thought it was a fun idea. He had found our channel in the earlier days of our activity, and I felt like I owed him one, haha! Aside from that, we want to compose more music for games, so this was a logical next step for us. Interestingly, we had discovered during the game’s development that our original compositions needed to be “demade” to fit what’s called a FamiTone format. Re-engineering the featured pieces was a fun challenge because of parameter limitations associated with FamiTone music (i.e. limited FamiTracker effects, tempos, etc.). Luckily, converting our tracks was a matter of simplifying the original FamiTracker working files and it was a neat exercise to see if I could replicate our original pieces using even more stripped down methods than the ones I used for the original compositions. Who knew simple 8-bit FamiTracker music could be even MORE simplified, haha! In the end, the core of the songs remained intact and I have a new appreciation for those who make magic happen within the tight confines of FamiTone and homebrew projects. Less is indeed more. -What tools do you use to compose, generally as well as for games? We use a few different programs including FamiTracker, FL Studio, GuitarPro (!!), Adobe Audition and ProTools. We also record with a mobile device called the Spire Studio. -How did you first connect with John Riggs and Mega Cat Studios, and what was the working dynamic like? John came across our profile at some point in 2019 and was perhaps one of the first content producers to shout us out. We’ve been internet friends ever since! Mega Cat Studios has been developing John’s game and we had synced up when it was time to convert our ‘Compose Man’ tunes into FamiTone-compliant files. As has been the case throughout the pandemic, all our collaboration had been done across email, and the team at Mega Cat was super efficient and helpful at implementing our tunes. I have a lot of respect for the indie dev community, and I LOVE seeing homebrew projects like this keep the old spirit of NES retro gaming alive for new generations to enjoy! We’d love to participate in more projects in the future. Screenshot from Chips ‘N Cellos Composeman Album video on YouTube -What new challenges or surprises surfaced in developing the game’s music? What lessons did you learn that you would like to share with the people who aspire to follow in your footsteps? As mentioned above, writing music for homebrew projects can be challenging if the FamiTracker file you’re working on isn’t set up to be FamiTone compliant. My advice, first and foremost, would be to set all the necessary volume and instrument parameters up from the get-go so your composing can be locked into a format that the homebrew can read properly. Aside from that, my general chiptune-composing advice is: listen, listen, listen. We’re not the most technically-sound composers in the scene, nor are we the most formally-educated. Our talent lies within our ears, and our ability to extract what we hear in our heads and turn it into beeps and boops. We do what we do now because we’ve listened to music every day for our 30+ years of life on this planet, haha. Learn what kind of music you’d like to make, go listen to it (study it), try to re-compose it (in FamiTracker!) and then experiment with your own melodies and harmonies. In all honesty, if we can produce music in FamiTracker that others like to listen to, YOU can too! -Which tracks are you most proud of? Grieg’s In the Hall of the Mountain King came out especially well. I was aiming for a Jewel Man (MM 9) style cave track, and I think the final tones were ultimately the right ones for the piece. I’m also a big Beethoven fan, so our Pathetique boss fight cover was definitely a fun one to work on. -Are there any other projects you have lined up on the horizon, NES, or otherwise? As mentioned previously, we’ll be looking to spend the second half of 2021 zeroing in on writing original chiptune music that at last truly makes use of live cello embellishments. It’s something we’ve promised in our project’s title. Don’t worry, it’s coming! Aside from that, we are busy producing the third and final Mega Man style classical music compilation—Compose Man 3—which will feature nearly 50 other chiptune artists across the community. We’re hoping to have it finalized by the end of the year. We’re also hoping the pandemic finally begins to subside and things get back to normal. When they do, Jess is due to play in an all-new off-Broadway show called Between the Lines, which has obviously been on hold since the lockdown. Screenshot from the website for Between the Lines -Are there any homebrew games in development that you are excited to play? Being involved in John’s project has gotten us excited about the whole homebrew “genre” to begin with! The Adventures of Panzer and Slow Mole seem interesting, and Pixel Poops just looks hilarious! -I really appreciate you taking the time to talk with me and share your experiences. Is there anything else you would like to tell readers and fans? Thanks again for your time, thanks to John and Mega Cat Studios for featuring our music, and thanks to all the gamers out there keeping the retro scene alive! We’re living our best lives through this CnC project, and we hope to make positive contributions to the community in the future. Conclusion: Thanks for tuning in to this mini episode of a series that will provide first looks and deep dives into promising homebrew games coming across the finish line. What are your thoughts on Yeah Yeah Beebiss II and its talented development team? What homebrews are you eagerly looking forward to? Perhaps you’ll see it here soon when…A Homebrew Draws Near! Command?
  23. View Listing Halloween Scare Cart 2016 Looking primarily for trades (for other NES Homebrews), but will consider offers as well. Marked condition as average because there is creases in the bottom corners front side of box. Box and cart Lister Deadeye Date 07/22/2020 Price Category For Sale/Trade
  24. Hey y’all! Yoey and I are Team Chocoblip and we’re here to present our first ever NES project! It’s still untitled for now, we’ve just been calling it Project Chocoblip. We’re hoping to have a fun little game by the time the NESDev compo deadline comes in a few weeks . Project Chocoblip is a Metroidvania/Adventure platformer about a girl who gets lost in the woods while trying to help her dad collect wood. With only her pom pom as defense, she must now find her way to the top of a mountain to make a signal fire. As of right now, the engine we’ve built for the tech demo features: Full 8-way scrolling: CHR-RAM parallax: Arbitrary slopes: Throwable pom pom: And here’s a bit of full gameplay. Here’s some details about the game’s development Written exclusively in Wiz. The level editor features a JS port of most of the game logic for immediate feedback. Currently using the full fat Famitracker sound driver for easing the composition process. Might change later depending on ROM requirements. Art created in Photoshop + NESST + custom editor. Build process completely automated from within the custom editor. Uses ANROM with 64 KB of PRG. Scrolling is done entirely within a single nametable. Among our future goals for the project are: Adding enemies/enemy logic. Adding other miscellaneous entities: one way platforms, moving platforms, environmental hazards. Finish final music with our guest composers. Developing a boss. Title screen/menus/cutscenes. Polish, polish, polish I'll try to keep this thread updated as we progress. We'll also often see we talking about the project in either the VGS or NESDev Discord servers. Either way, you can find me here if you're into the Tweets land and you can see posts from Yoey here.
  25. @Gloves, @Deadeye, wanted to add some games to the HB DB is there a way to do this as a mass upload. i have about 50 to add.
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